1. This video goes over some of the workflow updates for Crowds in Houdini 15.5. We begin by baking out 2 animation clips with the Mocap Biped 3 character, populating the scene with crowds, using Paint Density to control our agent placement, projecting those agents to walk on a globe by turning on Enable Terrain Project with Up Attribute, and setting the Adjust Up Vector option to Set to Terrain Normal.

    # vimeo.com/185151024 Uploaded 4,706 Plays 2 Comments
  2. Thanks for all friends!

    # vimeo.com/178003750 Uploaded 2,850 Plays 13 Comments
  3. *** Since the making of this video SideFX software has greatly improved it's hair/fur capabilities (specifically from version 16 onwards). While some of the concepts behind the methods shown above might be of some use, it would be remiss not to mention that this is now only here for legacy support. Nevertheless i still hope you enjoy/learn something from the content. ***

    Andrew

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    Recorded in 1080 for clarity, this is a semi-comprehensive guide to working with Fur in Houdini 13. There have been many questions asked either on od|force or the SESI forums. Hopefully those same questions won't crop up as often as they did.

    Credit is due to Serg who came up with the method of optimizing shadows. And can be seen in this thread here - forums.odforce.net/topic/11770-rendering-fur-with-gi/

    If you would like more information on this particular project feel free to check out my blog - abvfx.wordpress.com

    Chapters:

    00:00 - Intro

    04:03 - Identify

    05:11: - Attribute-based fur : Walk-through Beard

    36:10 - Custom Guide Creation

    52:57 - Importing to Houdini

    01:04:55 - Rendering optimizations

    01:13:55 - Examples / Outro

    # vimeo.com/88711732 Uploaded 19.6K Plays 55 Comments

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