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HOUDINI TO MAYA HAIR

My Houdini Hair Process

Houdini Hair: My Work

In creating the hair for this short, I had to overcome two large challenges. The first challenge was the logistics of getting the hair from one program to the the other. Due to the nature of Houdini, I wasn't exactly sure if I could successfully get it into Maya on my own. There were several other options, including comping in the hair in post or possibly even using a program within Maya instead of Houdini. However, I didn't like the way that hair created in Maya looked or simulated, plus I had heard that the simulation programs within maya could be finicky at best. 

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The other issue that I knew I would have to face was that I was creating two very different hairstyles for two very different characters. Not only were they two characters, but the fact that they weren't from the same species would pose a problem. Human hair acts very differently from animal hair in a variety of ways, I learned from my research. It clumps differently, has different thickness, grows out of the skin differently, and even moves differently. Because of this, I knew that I would also have to create the hair networks differently for each character. 

Houdini Hair: Text

THE DRAGON'S HAIR

Because I thought that his hair would be more difficult to create, I started with the dragon's hair. It covered not only more of the dragon's overall body, but clumped in interesting ways that would cause issues with simulation. I was particularly interested in seeing how I would make the beard for the dragon feel human and kempt while still having the rest of his body feel more animalistic in the way that the hair behaved.

Houdini Hair: Text
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Creation

After a lot of research online, I was able to successfully figure out how to create the hair of the dragon. I started by importing the geometry of the dragon for me to sculpt the hair onto, placing it where it needed to be and painting out the geometry of where the hair didn't need to be. 

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The biggest help in the creation of this hair was learning how to paint the direction of the hair onto the geometry of the dragon's body. Instead of going in and sculpting each area of the hair, I was able to paint on the skin of the dragon the direction that I wanted the hair to go. This helped a lot with the blending of the hair, making sure that it didn't clump strangely in any spot or push into the skin. 

Houdini Hair: Image

GEORGE'S HAIR

George's hair proposed its own set of challenges. One of the greatest was optimization.

Houdini Hair: Text

OPTIMIZATION

I knew that, alongside the groom of the hair, I needed to optimize the hair in such a way that it would simulate fast and accurately. By splitting the hair into different sections I was able to greatly improve the speed of my caching and rendering times. The only section of the hair that is actually simulated is the ponytail. The rest of the hair simply moves along with the skull, meaning that the computer doesn't have as much to think about.

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Houdini Hair: Text
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I also worked to make the hair in such a way that it could be changed fairly easily. Because the hair was separated into sections, it not only cached faster but it made it easier to change parts of the hair if it needed to be changed. The ponytail followed a curve, making it easier to lengthen or shorten with a few moved points. The hair also all was pulled to a certain point on the geometry, meaning that if the ponytail needed to be placed higher or lower, the point could be chosen and everything would move to line up with it.

Houdini Hair: Image

GETTING THE HAIR INTO MAYA

Houdini Hair: Text

Luckily for myself, the challenge of getting the hair into maya didn't prove to be as painful as I thought, though the journey to get to the solution was not easy. If you were to try and directly export the hair into Maya, all the hair would show up as curves and not geometry, meaning that it wouldn't show up correctly in the render. It also made it near impossible to texture, meaning that it was utterly useless. After many hours of researching, I found that I could convert the curves created in houdini into geometry to bring into Maya. I was able to export through an Arnold node as an .ass file, bringing the hair into houdini directly as a reference. The reference file then could easily be textured with Arnold's standard hair shader. On top of that, because the hair was being cached from the geometry in the scene, there was no need to transform or move around the referenced hair to have it match up with the geometry.

Houdini Hair: Text
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