LIVE - Grooming in Houdini using Groombear and Arnold

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hello everyone I just thought I start another livestream today we are working in Houdini today and I will be showcasing a very cool plugin called groom bear it's a plug-in which enables you to do a lot easier more user-friendly grooming you can actually I know many manipulate the guides a lot easier than it is just with the regular tools it costs a bit of money but it's really worth it let me actually bring it up here on so you can actually see what I'm talking about groom there I'm just loading it up quickly let's just bring it over here this is on top so yeah this is essentially what it is it's just obviously now a quick demo but I will be showcasing this a lot nicer we can actually draw curves easily they are manipulated with animation and video bees and yeah I can see I'll showcase all of this but before I jump into all of this I just first want to know if everything is actually working for you guys if this of the audio is good and if the screen resolution is good so I will be waiting like maybe a few more minutes before I actually jump in and the meantime I can talk a bit more about Houdini what I did here so I loaded in the digital Emily a side which you can get for free online and after this video I'll post a link in the description below let's just see some connection I think it's all good let me know leave a message if this room is good I'll ask as well stream and yeah so I don't loaded that what you need to do because it's an Alembic it's pretty much a packed ulema kits it's a term in Houdini which means it's more efficient then you need to unpack it to actually get all the groups and geometries and how this model was done you can see that the eyes have been mirrored to get just mirrored over so they are have a negative scale so what I had to do I had to do some kind of reversing the normals and also flipping the scale value so it's actually been working better let me actually move this looking and Sony perfectly great that's the first time actually this dream worked out of the box and I'm on time today amazing and for Mars everyone joining today like I know it's it's now 1:00 p.m. on my side so it means it's it must be a bit later for people in Europe or even further away so I hope it's fine and this room will be obviously uploaded later so you can always scrub through and whatnot and this will be more a laid-back thing I think because I'm myself learning Houdini I'm learning grooming I just thought it's like next to looked at and lighting grooming is a big part of the Yesod as well because every most of the assets we have except like robots and stuff they have some kind of fur or groom or whatever so I find quite a lot of joy in just doing this it's it's very calming for me so yeah I watched lots of tutorials on grooming and extended Eenie and even shave and haircut I think was one of them I worked with and yeah so quite a few different packages and I always work a bit more actually I was working on Spectre on there was a little scene inspector where there was like a little rat where Dan Lee Craig was like imitating to shoot at the rat and I was not really doing the groom of the red but I was helping and setting up the shaders and working directly with the groom Department you get to look right so that was a nice process for me but yeah so digital Emily I did scale it down when you bring it in into Dini it's like super huge like 10 meter scale so I just scaled it down it's still not physically correct it's now a to meet want me to ahead bust or something but it's a bit better I don't want to go too small because the defaults for groom bear and all the other software's they are a bit yeah I think they are not set up for working one like real scale one centimetre scales yeah so I'm just reading comments hello everyone from all over Florida India LA Germany like that's all I can read they're great so I transformed those to make it a bit smaller and then I was fixing the normals which is like a little I just moved these guys down because so you can see what I'm doing so I have a little backdrop here where I'm just blasting the assets off blasting means pretty much isolating or deleting so I just delete the I then I isolate the I so I'm reversing it and then I'm creating normals again and I think I'm doing this for the IRAs as well so and then I'm just merging them back together and then we have a fix I hear ya blast the aisle s just because actually that geometry comes in of lashes these guys so they are curves or actually I think curves which has been extruded but I just thought I'll do something from scratch so I'm just removing them and then what I do as well I'm subdividing the asset so it's a bit smoother to paint on and the next thing what I want to do because it's like you can use the built-in like it for collision and grooming it uses a VD beasts which is like a volume grid to have more accurate like collisions what you can do you can also set up a manual VDB so all you need to do is VDB from polygons like that and then we just hook it up I could just collapse this and I'm trying like if you have any question about hotkeys I'm using over something is unclear please please just ask a question and a comment sigh I have it on my second monitor so I'm always looking over to to look at the look at the the chat and now I'm just hooking up the VDB from polygons which will create me a volume grid but the problem first we have is that the volume is not closed so it's open at the bottom so I need to create a polyfill like this and bring this in so this will fill up the whole e at the bottom like this and then there's some issue with the with the face and the problem of that is there is actually a like a teal line coming in from the model so let me just delete unselected so I'm talking about this teo line here which is a problem because it's single sided and i just want to delete that so i'm just moving it over here to 3 connectivity so i can just select this piece and then i'm wanting you to select the one on the other side with shift let's try this again okay we've got this one we've got this one and now I'm just hitting enter and now we just have them isolated and I can just do flip this around so now they are gone from here to here perfect and then I'm just doing the polyfill again and I'll shut the eyes should be fixed nothing is visible it's only filling in the bottom and if I do now the VDB it should be fine and it is fine and then we can just adjust the resolution right now it's the point of one so let's go point oh point one point oh one and we still have the lashes here so I actually need to pick this from here so now the lash is like gone and that's the beauty of a node-based system right you can just hook up from any system or any location and your notes stream no more rights alright so I think it's we still need to accept it or not subdivide but increase the voxel resolution a bit more just to get a bit more detail so let's just try 0.075 so now we have a bit more detail I'm not sure what this thing is oh it's still broken I thought I fixed that hmm oh it's not all because I the poly count changed because I'm reading it from here now so we just need to do this again sorry for that 3d connectivity this guy this guy alright okay now we get there we go alright so next up I would say is creating our output so just create some notes now that's all like objects which do nothing it's just like like output points or like locators or whatever it's something you can work with so I would just say like all caps is a default for Houdini and I'm just creating another one with alt click and drag the node which would duplicate that and I'll just call this out V DB like this so this would be my ass add initial asset work or setups I need to do and now we could actually start going into the groom we have a clean asset what I see people do and I think I need to do that as well but I not for this video at least is to extract certain things or you just want to apply like a certain part of the groom like for instance eyelashes you should just extract maybe the line on the eye where the eyelashes are but for my tests what I did at least for now it was working fine just to use a whole head and then use a density map it might be faster to actually extract the stuff you only need we can actually try that if we need to but for now I think it's fine to just use the user whole head Cheers alright so just checking the stream everyone has been quiet so what I think we've still good excellent connection great all right so let's just how to up the level hitting you goes up a directory so this is my context my object context and in here I just have the geometry and that's it for now so this is the Emily ship W is wireframe on off so what I want to do next I just want to do like the default setup for from Houdini for grooming so what I need to I'm just changing my my interface to grooming and then my hotkey which is my the C key which opens up the menu the radial menu is set to groom bear and obviously I will not be talking about how to install it whatever there is lots of guides on there next X actually from the guy who who sells it it was like he's got like two amazing tutorials as well so I didn't bother you can look it up if you need to so all I have to do now is actually go and to open my shelf here I just collapsed that because it's like I need some more screen space because my dpi is now a lot larger for you guys to see better and so I'm just selecting Emily here and I'm clicking the first option here is add fur on the hair tools because I had it pre-selected it already knows where I need to assign it just asking now if I have animated geometry which I don't so I don't select anything I just had hit it enter again and what it will do now for me is create all of this so this is now creating guides and it's creating the hair gen on top of that what I think what we will be starting today is with eyelashes so for them I need to do like individual placements of it of the of each individual guide and I will be using grooming bear for this but before we do all the fancy stuff I just give you a very quick introduction to groom bear so in the guide context I jump in here nothing is in there and all I have to do now is utilizing the radial menu which is very amazing it's very flexible and you can work very fast with that so in the mean time actually I'm just hiding pure RAF or I just leave it there it doesn't matter and I just hit C and go to base options and then I go to tools and I click groom up here and what it does it creates it connects and creates this groom bear node and it will take the input guides and then on top of that it will create you the groom bear guides essentially it's just curves it's all the same it's just a bit nicer set up I already have some defaults like for instance my curve with and the curve profile but that's I think all I did one dozen mode yeah that's the only thing I changed so you shouldn't worry about it it's just like adjusting up I can show you it's just it's just the width of the curves right it's nothing too crazy so what is boom bear it's a it's actually a which is like a Houdini digital asset which consists of lots of different tools within this but on the outside it looks like a single node but it's actually not it's very complex it has lots of features which are great so I think C will open up the radial menu and now you the first thing I can do is just use a conference that's right so I can make it larger shift middle-mouse dragging and then I can just come over this stuff right so this is essentially default grooming stuff what else I can then have shape tools which is pretty much like different names but it's it's easier just to shape them like this so it's not a comm it's actually just manipulating the and individual primitives or the points on them that cool feature with bloom berries you can go to the mode options and like this a bit smaller here and then there's a preserve maintain length if you disable that the cool thing is you can actually drag them outside and you can sculpt them like let's say would you want to do this right and you can draw whatever you want to do and you can use grab as well which will then gives you even more flexibility to just pick individual hairs and just move them then they have an option which I like as well as a draw mode I'm not sure that's common but you can actually drag and just draw the curve you want and I think if smoothing is on it will actually do some interpolation on it like that and you can add more points more subdivisions which will give you more detail so if I go up to 25 sample points resample this I think the curve should be now a bit more detailed and you can see now we've got these nice little curls and you can go crazy you can do whatever you want with this right very nice and detailed and then you have masking options so you can do a quick select let's say I just want to pick this curve here now only this one is selected so now I can go back to the shaping menu and then I just menu plate only this curve and if I want to go back to all the curves I can go back down and go to full and now all the masks or disables that's a cool thing and another cool thing is if I just want to use my regular transforms like rotation translation for that to work you just go to see again holding see opens up radial menu and I can go to edit and then in the Edit menu there is an option I surf the edit brush you can hit four to select the primitive pick pick a primitive like this it's always a bit tricky to get this one working let's try it again edits it for no no we broke in now we broke it let's try this again so let's try shaping first okay shape is there so now let's try the Edit again brush edits and now we hit for for primitive selects not sure it's always as I said a bit tricky to do this maybe I need to disable this sorry for that maybe we just skip this feature cuz I am NOT you're sure why it's not doing what it's supposed to let's try again and it's mm-hmm yeah I don't know whatever we just skip it so what essentially what it allows you to you can just select the primitive and you can just use normal rotation to just actually rotate it and we all try this again when we are on the eyelashes because I was using this and was working just fine then you have scattered brushes to increase the density so if you reduce the closeness here you can actually draw more curves in certain areas if you need more detail and it will interpolate from the surrounding curves as well what else we have brushes we've got clump brushes scale brushes we can actually move things which are nice as well you can move them on the surface so if you need them to be on this very specific location you can just move them over which is amazing now you can use a force brush which is right now the constant force going downwards like a gravity brush so if you apply this it will actually go in a downwards direction so if I do would do this everything would like fold down based on gravity which is pretty cool as well hello South Africa and Paris I can say who hunted that's all I can say at least that's that was Afrikaans and then we have lift brushes that's basic stuff and we thought swirl brushes which are cool to create some kind of rotations like as if there's some kind of on mache what's called like like little twists of your hair like that and then swirl paint math mask brush is cool if you want to brush and select a certain amount of curves like this you can do then a shape brush and we can just move them out for instance so it's only selecting these somewhat like a masking brush right all right and then called pho lofts which are like just how the the brush is affecting the curves and we've got mirror options obviously my mesh is not as nice not symmetrical so mirroring won't be as great but essentially you can just go here and mirror the whole groom to the opposite side Varick I can try it but it obviously will not work very nicely and it does on the selected object so now it's everything is selected ephemera there's no over you can see now obviously it's broken but it's now Marad on this axis here which is cool so essentially this is what groom there is you've got like obviously you've got this animation painting you've got lots of these features which we will not be covering today because my mesh is not any minute and I just want to actually get get into quick grooming like brows and lashes and stuff like that all right so I think the basic intro is done so and Before we jump into doing the lashes I just want to first of all say thank you for everyone who is joining now and also for everyone who has been my supporter for a while it really means a lot it helps me just keep keep going and I'm motivated to actually sit down in the sunday and actually new live streams for you guys because I have fun in teaching and I think you have some fun to learn something from me and also we have a very great discord community which is growing superfast we have I'm not sure that's actually check we've got quite a few members already and they it just keeps growing it's insane so now we have 1173 members already which is a big achievement I started this I think a month ago maybe even a bit less so yeah so if you join now you would see your name pop up here amazing right but yeah so it would be great to see you guys over there like it's growing we've got lots of talented people here we've got some team challenges right now we are working on a still life which is somewhere at the bottom here this guy so we've have quite a few people already modeling for us so we've got this amazing trumpet model and essentially what we're trying to recreate together is like this still life here so everyone on on discord or everyone who wanted to participate it's actually modeling or texturing some of these assets and then we bring them all together in one scene and I somewhere I have a combined one this one here so that's what we have right now so I've got a few objects already so we're just waiting for everyone to actually get their stuff out there right so I think at least that's enough for the plug so let's just delete that Goom bear node and actually now get start into the grooming side so I've got the Emily groom and I'll just call this rename this to Emily that's less a lot of the lashes and then the hair Jen the same thing call this lashes and that's what I like to do I just like to split out all the different kinds of types I need to do so I will have a separate lashes separate eyebrow separate vellus hair which is the peach fuzz and it's maybe even separate additional side hair like sideburns and then the top hair so quite a few things and I'm not sure if we will do everything because it will be repetitive but essentially this is what I'll try to do you can add C to color stuff red like this and also before we go now just would be great if you could actually share this stream shared on your social media pages just to get more people active in the stream and we right now have 53 viewers so we want to push this a bit right last time we had actually 200 over which was very impressive all right so if we view this we have all these different guides and we don't need that we just want guides on the lashes so what I want to do I just kill the density like that so no density at all and all we want to do now is actually paint individual guides where the hair will be generated but before we do this I want to go into the Emily because I want to paint where the hair will be generated and I just want to actually draw a draw a region around the lash the eye line where the lashes will be and looking at my reference images here which is actually a pure ref software I can actually show them a lot nicer so you can see the density of the brows they start to increase so it's very low density here and then I increase towards the middle and then they said at the bottom at least they fade off towards the right again and then on the top lash low-density high density high high high even higher density and then it actually stops abruptly and then then there may be a little bit of density in the end so that's what I'm looking for and you can see it's it's pretty much the same for everyone she's got a little bit less overall density but you can see it it's lower here and then it increases towards the outside of the eye so I just moved these guys a bit smaller all right so what I said now let's just jump into this move this down a bit and then yeah we start grooming so what we need to do to start their grooming it's quite an edge we paint node like this and we can just call so I think actually on default it is zeroed out which is what we need let's just call the attribute lashes you can be more fancy you can call density or lashes density or whatever you want to do because it's just it's actually like a vertex painting so we just paint on top of the geometry so what I said let's just go in here make it small and just draw right so if I draw a line now it's a bit lagging it might be because of the stream essentially I'm just drawing this line here where the eyelashes or the yeah the eyelashes hair will be and then we do the same on the top here I'm just following the curve and we can like if I just click and drag it paints and if I click middle mouse click it removes paint right so red is the full value blue is no value at all so if I click now middle mouse and I paint you can see now it disappears and I was saying that we have low density on the inside so what I want to do now go to the brush again and I just want to make sure that I reduce the opacity make it the brush a bit larger and then I just middle mouse click and paint a bit so now you can see that I'm removing just a bit subtle the color again so now it's greenish here on the inside and then it increases and then we have pretty much full density where the red parts are and I just wanted to reduce this a bit here like that and then for the bottom one it was very low density pretty much almost til half so I'm just middle mouse clicking here reducing the entities densities here like that and then also on the outside again so we have most of the density in the middle density just means like more hair pretty much and I will also be using the density as a thickness multiplier as well so when there is low density there will be thinner hair if you hit ctrl and click and drag you will actually select a smooth brush which will smoothen out your paint and what you can also do is create an attribute blur which is what I like to do as well which will just blur whatever color you have on it so make sure to select your attributes here and I just want to call it lashes and if I visualize this and I bring up my lashes viewer here like that you can see now it's a lot smoother like if it's off it's like this if it's on you can see it's like a really soft gradient and I think this is pretty accurate what I wanted to do and then we can quickly do the same on the other side we have the groom I'm not sure it's a bit lagging it's a bit annoying I hope it's not because of this I just hit the hair now so maybe this will be a bit faster oh yeah it's tons faster so make sure you hide the hide the hair for now you can also hit C for the groom bear thing visibility and just show a hide hair gen which is essentially the same so now I want to paint the rest of the only left right I so I'm just doing the same thing and then I'm just painting over here and I'm drawing with a Wacom pen so it's a bit easier for me to get the curves right now I just jinxed it it's a bit too much on the tub and you can see this is like the process right so nothing too crazy grooming takes it over it's a bit of time what it's fun it's for me l I really enjoy it because it's very calming and you can see results immediately which is great so we set high density towards a 3/4 maybe here's high density area and then it fades off so now we reduce the opacity make it larger and we click middle mouse click so reducing densities like this and at the bottom as well all right so let's see how they compare I think it's a bit thicker here so I'm just drawing a bit more like this okay so this would be my density grid let's see it after the blur how this looks let's bring this up yeah so now it's nice and blurry I think this might do it what I like to do just to organize my nodes here let's just move these guys over and then I'm just selecting at least just for the pain side selecting them hitting shift o to create a backdrop and I'm just moving this alt control know whatever I just move it here and then we can colorize them essentially I do I just use the same colors but I just used to put it to green and call this attribute paints like that so this is now with the painted attributes on it so now if you go up a level again I will not touch the guides for now I started the the hair Jen I'll just jump into the guides now so going in here and now we just initiate the groomer tool so see base options tools groom which will trade me the groom bear node and so on default if there is no input curves there will be no guides as well which is what I want so if I change my visualizer here and I just viewed like a flat shaded thing I can go to see brush draw make sure I have this selected do this again draw like this reduce this to Scott scale and now the the lashes they actually do I have a side view well the lashes they do lay they go no I just painted so they have some kind of nice profile to it actually so they go downwards and then they tilt up so they go down and then they go like pretty much like this like they twist up what's the end and now if I view it with this you can see this as now the the eyelash and I think has not been properly yet so what we can do now we can go to the shape make it larger and then we can just shape it until we're satisfied how the lash looks and if you need to move it or rotate it we can actually try this tool again go to the edits it for select the primitive ones drawing so much with this at four I'm not sure why it does not do this what it's supposed to do feel a bit stupid now here what the hell so that works brush edit and then we go back to the selection mode want to select four okay I was not selecting it properly not at least we have it so now we've got the manipulator here and what I want to do I want to rotate it so it's actually going on the side like that and this is essentially following the normals of the surface and now with this edit mode I can actually move them where I need them to be which is amazing and I can scale them and and all sorts of things and it will just work like a normal 2d trend or 3d transformation tool so that's my first guide curve and now what I want to do go to the brush B and hit copy and now it will just copy the selected one and I can just move it and drag it over and I can do it to the left now it will copy both because my brush is too large I want it smaller so now it's just picking this and you can disable the orientation so it will keep that if you wanted to so now we have on the same mode so I go back to the Edit and I'll just select four again now we have the same issue again let's see what I'm not sure why it's selecting now all the brushes all the curves man you see this is a bit finicky let's just go full edits and if for oh maybe because it's a copy it's possible okay I'll just go back to the shape and then I'm just moving them over yeah so I just want to have have it follow I go to the side and I can obviously we can just shape it where we need it to be just doesn't do this and I don't want to be like doing a one-to-one copy because they are like all the lashes they are a bit different nothing is really exactly the same so I'm just drawing or guiding the hair in the specific shape here like this and if you can also use the scat scatter mode and if you select it to be initial brush at bless you interpolate which is cool too so if I put it in here it will se interpolate between those two got guides but before we do that I just want to copy all the other ones so we can actually draw which makes it a bit easier as well and then we just draw here like this and like this and we will move them over in a bit like this and then smaller one there and I can move them afterwards and the bottom ones they do I like I have a bit of a different shape they curve up and go down like this okay let's see how it looks like this fairly basic stuff and then we can just move them over well I'm actually from the midea actually I was born and raised there and I lived there for like 18 years so I picked up my Afrikaans here and there so I know a bit of the language for sure I can read it well understand it well but if I speak it I have had have to have a few beers in to actually speak it properly so I'm just following the flow of the hair so towards the outside they actually you can see they just now rotated it they have like a little switch to the side so I'm just trying to bring that in and I thought they'd go down a bit you can see like this takes a bit of time and it's always and that's why I thought like I do this live stream it's it's just if you want to listen to it and obviously feel free to but it's it's just a mundane task normally I would you have tutorial about this and actually just edit it and make it a bit so it's not super boring but I guess for you guys you can just lay back and just watch it I'm changing to me disabling maintaining the length so I can actually drag them not sure why it doesn't there we go to make them a bit longer and I want to change the fall-off to be flat so I'm picking the roots and the tips the same way I think that default is to be tips only alright so this seems to work well you know them off the bed the visualizer that those they might be a bit too thick I can just actually reduce the scale to a bit smaller by hollo five like this and now I'm just scattering a few more guides in here so I going see scatter brush and I'm just placing them just if you have more guys that just helps to actually find the right shape you need to be like like this works well and I we can use the guides actually for clumping as well which I will show you in a bit so now we have a few more lashes and I don't mind the separation that some up and down obviously this one is a bit too far up so we just got back to the move brush and just move this one down until it fits into the curves here into the lashes and I think this might do it let's just move it a bit like that and maybe add oh these ones need to do some adjustments here so let's go back to the shape and move them more like straight and then the tips slowly go to the side this one as well you can also change the the bends which is cool too so if you have just specific ones maybe one is going more downwards and now let's say I want to select a specific one I do a quick select option here and I struggle them with the way come to select the brush or the the curves it's really annoying yeah let's just move the bottom ones I think this is now good so what we can do now so we just go back to the outside so now we have guides on the right let's just go up and actually see what they look like if I generate the curves generate the hair so this is what it's happening on default because we don't have the density applied so in the density option we can go to skin attribute and we can find the lashes so now it's only generating the hair way up where we paint it right and now we can push the density up to get more hairs something like that I think it's like around but I just googled that I think it's around two to no.11 fifty to four hundred lashes like it depends what like where you're coming from with what kind of type you have but some lashes are thicker than others right so you can obviously play around with that and I like the distribution and it's fine that you have pretty much like three to four different layers here which is fine because what I wanted to egg once you go to thickness and I want to go to skin attribute as well and in here I want to use lashes as well so what this is do will do it uses the density to multiply the thickness so where it's failing off there will be thinner you can see now by just applying bad that the one with low density are thinner and you can pretty much see this I'm not sure if it was them this one yeah you can see here that these hairs are very thin and low density and then they get thicker like that and you can see the profile of a lash as well it's thin at the base and thick sup and then it fades off as well so we need to adjust that as well so this is what we have so I said the profile needs to change so let's go to the individual curve profile and I just want to reduce the thickness on the base so I'm just moving the slider down so now it gets thinner towards the base and we have this bulge so it's like thin there thicken up like this and then they go really thin and I just want to add something here so I think this is pretty accurate we can move this big bulge towards the base a bit more so yeah I think I like this profile we have a bit less hair here so what we can do we can go to the our painting and go in here make sure that is active hit enter and we can just draw a few more let's just increase the opacity here by just doing that we can actually increase the density and it should give us more hair and then we can also change the scattering like how they are actually being scattered so now we have a nicer distribution and if you find a place where you don't move way up too much you can just use the inverse so you can just paint away some hair like that so I'm just reducing them a bit here and there which is cool going back outside let's go back to this mode and now we want to clump them so they are actually looking like lashes and to do that we just go in here and create a clump so we can go through the hair Jen menu at the top here clump guides it doesn't matter we are know the guides anymore what we just want to clump the hair and on default the clump size is too large so we've reduced a clump size we can now see that we're getting these kind of lashes right there so it's clumping it's mostly 2 to 3 hairs which are clump together depending again if you use mascara or whatever so you can see now this is actually a pretty large clump it had like at least like 15 or 20 hairs and then you have like more isolated ones which have too or three or something like that and you can see now that just by doing that we already get that fairly easily and I would say this looks actually pretty cool already it's a bit thin so we can push the density of density a bit what you also wanted to or can do if you want to have the hair to actually follow the guides at least the clumping you can pluck the guides into the custom clump curves and now they will literally are will clump around your guides if you want that like if you want to have very specific locations where you want the clump you would do this kind of approach otherwise you can just have or do you need deal with the clump size and it will just do it for you and I think we just do that for now what I want to do first just increase the density so right now we have it on 18,000 obviously it's not how many hairs will be generated right now we have I jump in here right now we have hundred and twenty curves so it's not enough I think so we can boost it up for sure so 18,000 let's just go to fifty then make it even so now let's see how many we have now we have 350 which I think might be a bit excessive but it's fine for me let's just work with that so now you can see the clumps are very uniform looking and we didn't adjust a profile yet because this the default works very fairly well but we want to adjust this adjust it slightly and the thing what I want to do is the the base should not be clumping much so what I like to do I just remove the first one and move it over so we don't have much clumping on the roots and we only have the clumping towards the tips and I want to have it like something more like this so the clumps are a bit more organic I would say like this and then what I also would like to do I want to disable the extrude and blend I just go to linear and now now you can see they actually following very nicely our profile which we selected here so now it's only clumping towards the top and actually we want the tips to pretty much connect like this and then a cool thing what I like to do is use stray it's like a stray raid it means some of the hairs will not be affected by this so I'm just increasing this you can see now that they are actually being ignored so if you're someone that you don't you ignore all the clumps pretty much so I just want to have maybe like a 30 percent stray rate like this and now we have individual hairs which are not part of the clump and I think the clump size is a bit too large so so we can reduce it to 0.015 so we have smaller clumps maybe I was a bit too much yeah so this seems to work so now it's it feels very calmed and brushed we want to add some modifiers on top notes so now we have our basic clumps working what I want to do next is just to add some Ben's frizz and Ren frizz yeah I think that's it actually so first what I want to do is do the bend so if I create a band modifier there is Bend guides here so by applying this you can already see what's happening if I increase the angle I can see how they Bend up and down and this is typical for curb 4 for lashes they are not all in the same straight line some are going up some are going down and you can just use this random angle so my default angle is 0 so no bending and then I just want to add some randomization like this you can see now that some of them are going up and down pretty excessive it's fine but now it's applying it to everything and what I want to do now is actually break it up so you can go to the masking options here and in the noise mask if you select that you can actually isolate or create like it's pretty much like a fractal noise to only select a few or like very specific hairs alright so the frequency obviously defines the frequency of the pattern it's what you see though actually there is something there should be some there's some kind of red it's hard it's just hard to see let's try to increase it like there is some kind of color shift here it's only affecting now a small portion of as you can see now that these are blacked out these are red so based on that I it's actually applying the the bend only to a few or isolated curves it's not happening on all the ones now and this is pretty much what I want to do here and if I increase the frequency we get smaller selections pretty much and then we can play around with the bias just to select a few right so now I can see that the bend is not applied the same way to everything like that so that's pretty cool right and the next thing is doing the frizz and first is pretty much like a scragga or like just like a frequency on top of like on top of the curve so let's create a phrase guys here which will give you this on default obviously the same deal it's way too strong but lashes do have some kind of first to it they are not all in straight lines you can see there's some kind of little curves going on by going up so I'm going his side essentially you don't want to go too crazy on this but a little bit always helps you can see now these ones are bending downwards and the tip is bent down they go upwards more straight line so there's lots of randomization actually going on right so now let's go to the frequency and reduce that so by reducing it to a very low number and we only want to affect the tips we don't want the root so in the masking what we first want to do is go through curve mask and able that and this will only affect the tips you can see the tips are fully one which means they will be the only being affected by this the roots are zero so that's great so now changing the frequency you can see it's only applying it to the tips and this again I always go extreme to dial it in and then I slowly back out of my settings and I think this is a fairly good amount obviously it's now way too brushy but then we just slightly dialed in and we will do the same thing which we did with the other masking so we only target a few ones not all the ones so go back to masking and then we go downwards to noise mask on top and then let's see we do that pretty much the same thing push the gain reduce the bias and we crank that crank the e frequency and now you can see we only affect a few ones if we boost up you can see now that's very nice and broken up and I think depending obviously again how that female is using her lashes like what mascara or whatever like I'm I don't know exactly what what needs to be done but I think this looks fairly accurate to a normal eyelash maybe they are a bit too long but then I think lots of people would die for longer lashes so I think we can just deal with this yeah so now we did everything on the right side so I will fairly quickly now disable this and jump in here and just do the initial guides here as well so I'm just going through my draw look from the side here and now as you will know the process by now I'm just drawing them now fairly quick and you can see that this is essentially the process or the speed you can work with bluem bear so we just do this obviously we need to place them in a bit a bit better I'm going to do the bottom one that's just first fixed at the top it's always good to start from the outside first and because then you can use the the scatter to use the interpolation so I'm just using the move brush now to just move them exactly where I want them to be and then after I will just be rotating them alright so now we've got this now we go back to the shape and you can see like by just utilizing that radial menu how fast you can actually work with this tool so now I'm just shaping them like that like that and then obviously it broke all my little draw curves now but it's fine we can just fix it up like this and if you only want to work with one you can do the quick select which is a very nice helper thing is using the Wacom I have lots of issues just selecting that primitive here anyways so we want them to go down slightly and then go up it's good and that's just - that's just your brush I'm with you a mask brush instead clear there we go so we want to go down and then we want to go up just tips this one works well go back to MTE and brush again okay and once this is done we just do the interpolation and then we should be a lot faster this might be a bit too too long so we can cut it which is also a nice little thing they are too long you just go to the brush wherever it is it's all the way on the top here cut brush and you can just shorten them until it's works and feel free to I'm hardly looking at the chat anymore but feel free to ask any questions over there I'm always peeking over if if anything comes up there so let me know any questions shape alright so this is now I think it's let's just do the last one here quickly paint this one okay so now we've got my initial guides for the top now let's just do the bottom fairly quick draw I try to draw it a bit nicer now also anyone I'm sometimes playing Fifa while I'm doing this if you wanna play like a foot match or something I would highly like it because I don't have many people on FIFA to play actually like friendly so it would be great if anyone wants to hook me up I'm on Origin would be great alright so bottom lashes I think that went fairly quick and went well so I'm just using the scatter brush now just to place a few more brush guides in between and you can see the interpolation works very nicely it's very easy to place new curves in here just by doing this just checking the density obviously the left ones are way shorter and the good the cool thing is if you actually model symmetrically and do the groom it's a lot easier to just mirror stuff over just because you don't need to do it twice right so you can get an exact mirror and then you can manipulate them after so now I can I will just scale them using a scale brush and I just multiply it with one point two so now they are just being multiplied in length and like this just to get more or less a matching length like that bottom one obviously it's a bit hard for me to match them that one-to-one but I think this does the trick at least it's good enough for this video so let's just see what the result looks by head out the hair boom and hide the guides so now we've got lashes on the left lashes on the right so this was fairly easy to do and you can see once the setup is done you can just easily just paint them and you pretty much done with that I'm just reading quickly yeah you can just export the curves like regular curves and just read them wherever you want them to be obvious way do you have any recommendations on what tours of yours use the AI noises um I don't have a dedicated tutorial on just those noises about the same I I think I'm using noises in pretty much all of my look there's tutorials like in any of them I will always use a noise just to break things up so I'm using them quite often alright so let's let's work on the brows brows will be a similar process by the way so we need to paint the density's first so let's just go in here and as you can see I'm going now a bit faster over this because I showed you the initial one so it should be a bit faster to do this just make sure everything is disabled here go into this let's just rename this to be brows hit enter and then we just draw them so they start off that's actually well she has very thick brows but even here you can see lower density it was the bridge of the nose and then density increases obviously I think they are dyed or whatever she did here but it's very thick towards the right let's bring up this one but you can see it's the same lower density here towards the bridge of the nose and then density goes up towards the east side and then length as well short short short hair here increasing in length and then the longest hairs okey I would say let's check her out and similar deal lower densities and then longer here towards the outside right so I'm always doing this first just to get a rough idea how it's supposed to be and it's essentially the same for everyone so they start off pretty much here and they end pretty much around this section we can do the same for this so they start off somewhere around here and they end somewhere around here and then the peak depending now on your profile so they go like downwards upwards downwards they just go in a straight line so we will I think do these ones here so we start down we go here we go up and then we go down so this is pretty much the shape and I'll just painting this in here just to get a rough shape like this I think this is pretty good and now we just need to fill it in obviously less density here and then this and then I'll were just drawing this line in here first line and we do the same we go down and then now it's it's mainly just fine-tuning it to make it the way you want it to look like and the thickness obviously so this is I think they go very thick here but they will be thinned out so I'll just be drawing them a bit thicker and then I will do the opacity layers so I'm just drawing in the rough shape your first then we go thicker to the sides and then we do this looks like a huge huge brows now but you will get I think you will understand once I do this here what I'm actually doing that's good I think both are pretty good so now what I'm doing now is doing the opacity stuff so I'm just reducing my opacity in general and then I'm just fading them out here like this and towards the tops slowly fading them out and then on the sides here as well we don't want too many hairs like not too thick hairs so I think this does it let's do the bottom one and we want it and we want some like little hairs here like there's like people always have little hairs in the middle here obviously females try to just remove them but they are there like I have them I think everyone has them and then let's do this and you can see once you get the habit of doing all this painting work it's actually fairly fast and straightforward to do so this would be my base my initial my initial shape and now let's just go back out and we go to the we just created new so we just read the whole setup now instead of just creating using add for what I will do instead I click on generate what was it Jenna right here no create guides and we'll just create me that group and again I will remove them fully for this and then in here I will just paint them using comb bear you can use different approaches you can use a curve at vac but I will use that but when we do the vellus hair we will use that instead actually how long is this stream going already one hour okay we're good we're so good alright so now let's do the can input curves I think you can import curves and use them yeah it like if you employed curves it's treated as Houdini curves and Gruber just reads curves so it should be just fine so let's just create a goon bear note here actually how do you like the groomer stuff like what you're seeing is that is that any better than what you used to or is it the same or is there some issues with that so how do you feel what I'm showing you at least now with mine you're setting up room bear is that any help for you guys that's a better workflow I'm so now I'm using a scatter brush and I'm just scattering curves right you can see this is that right now the density and it might be a bit less like not and not enough density and also the the length is too long let's go point oh five and increase the density by reducing the closeness I think this is pretty good at least in terms of density sorry in terms of the guy density so now I just want to create my guides in a similar location as we paint it so I'm just pretty much roughly doing this like a unibrow kind of thing or like a very thick brow it looks odd but it will be fine because these are just the guides are not the hair itself alright I think she here has the night.the a grade like idea what we'll be doing so can I'd see actually I just crop crop them can do the same with her actually okay so yeah you can see that the direction they go actually upwards and then they slowly go towards the right so if I go see brush comp brush and I make it a bit larger and I just fairly quick just do this you can see now they all have a direction right now they are bit back has just reduced the width again 205 you can see that they are well I should they are pretty good so I'm just giving now the rough direction so it's actually like a flow goes up and then it goes down towards the side and I would do the same here follow the curves like this alright so this is essentially the basic direction and we want some here as well like that here you can see now how they are nicely interpolating which is it's super nice than two relations lovely so let's go back to calm yeah well I haven't played with me yet even much I used to work with the Eddy but I don't know I stopped at some point so this is now the rough direction so what I want to do now is go a more granular and let's say we start with the ones here I just want to move them upward so we got these these kind of shapes right and then we have a few ones going downwards like this and it's also called flow I think groomed flow something like that so you just want to give a rough direction and then they you can see now here they they towards they all go towards the middle so the the ones from the top they curved downwards and meet in the center and the bottom ones curved up to meet in the center as well and these runners will go side like this and then we do the same from the top here so the top ones again they slowly start to move towards middle like this and then the bottom ones move up towards the middle and then they meet in the center and now next thing is what I'm gonna do is just adjust the length so and we can actually use a shape let's try if that works well enough we go to the shape mode and we maintain length disable this and now if I actually wha you can see I'm extending them so I'm just extending them in the middle here and then the ones on the top go longer as well and then these ones here a bit longer it's similar to the scale Bush but it's you can actually it's kind of like like gum you can just pull it out it's like sculpting it's pretty cool so now we have longer hair towards the sides and we do the same here and move them so we have a lot longer hair here and then we also need to lift them up but I think we will just use modifiers for that it's a bit easier and I think this would be the oh we can actually we need to clump them a bit so go to brush and clump them and if I just clump it you can see what's happening we create this nice kind of flow and this is what I want to do obviously not as intense so if you had control and middle-mouse track you can reduce the intensity of this so you just you just give it a rough shape and it's a lot easier to do this and the slower you get the more curse will be effected so now you can see there nicely pulled towards the middle here and we do the same thing here as well okay so now we have rough Kurt's let me just read the comments [Music] obviously symmetry can only be used if your mesh is symmetrical which this one is not so that's why I need to do it twice and this is a head scan so essentially the grooming is is done on the rest pose where it's symmetrical and then after that you can obviously deform it how you need to be I'm using actually some of the the tools as well from adeney like the comm sometimes and you can mix and match like if you want a feature from Houdini stools you can just use a whatever a draw from here so you can use both not yeah so it doesn't really matter you can you can also create more gloom bear now if you want to have like safe points or whatever so you can have Homburg for your base and you can add frizzies or I don't know different brushes from from Edina directly and then you can add a groomer note again so you have very flexible yeah all right so now let's do some oh did I actually do that there no okay let's do some lifting so we can just use lift guides which will just lift them up slightly I'm not sure why it's cooking now I'm not sure why it needs to cook my geometry now we're not used to frizz anyway so I'll just stop that and you manual here and go up and in in my room I can actually use the sub geometry for my VDB switch we actually generate it and never used yet so I'm just using my VD be out so now actually I'm specifying what my reskin B DB is instead of it menu creating itself so I change my mode back to auto update this should be now a lot faster so now we have them lifted and obviously we don't want them to live as much we want a slight amount of lift and we want to randomize it so we have a minimum lift and a maximum lift don't go too crazy and then we want a bend so we lift and now we do a bend on top and we want to bend them in the root direction and you can see now what's happening so we can't increase the Bend and increase the lift so they go a bit hand-in-hand because we will only bend the tips back down like this and essentially now what you can do now you can now use you can now create another groom bear now on top and just have it work a bit better but I think this is at least good for now and then I want to create a fridge just to get some randomization again at least some different kind of directions of each curve reduce the frizam a frequency and we only want to affect the tips and then let's just play with the frequency something more organic and then we want to create a mask as well which is a noise mask which is only affecting a few of those guides a section to call lower yeah I think this is pretty good alright so now let's see what we actually did here so if I now go select my groom here and I select generate hair it should generate the hair on top so this is now what we have and obviously right now they are not following so they are not on my not using the density sorry for that skin attribute we wanted to go to brows so now it's only where the brows are and then its first sometimes the viewport acts out actually I need to assign a shader first I go to hair shader and let's go back here there we go so now we have the hair and what we want still want to do is actually apply the thickness so we do the same thing thickness gets the brows no sorry this was now under lashes we need to be in this one thickness skin lashes brows there we go so now you can see they fade off thinner here and then we have pretty much the results which one it's too still we have too much density over here and we want to maybe shape it a bit nicer thing works a bit better on the on the left here and then first of all we still want to do some clumping so if I create a guide clump again climb guides we could get this and we can also know let's just see how it looks if we clump it from our guide curves like this and this is what that will look I just go to linear blend and this is how they clump now using the guides I'm not very fond of the results so let's just reduce the clump size overall just to get some kind of clumps we don't want too many though something like this and then again here we do a frizz in this one as well so we have we frizz the guide so we get some more broad emotion and then we frizz each individual hair as well so I'm just reducing the frequency again we only affected the tips and then we get these kind of breakup as well so I felt like this don't go too crazy you just really subtle amount and I think this works pretty good and now if you feel like your density is not enough or whatever you can just fairly easily go to go to your geometry side make sure your paintbrush is selected and then you can just paint right so or you remove some paint so I'm just control middle clicking here this is a bit slower because it's actually generating quite a few things on the background but you can see it's working we remove hair on the sides and we add more hair in the center now you can see now it's slowly fading off and we wanted to add more hair here increasing the density overall like that and we do the same here paint some hair and then we just want to reduce it again on the sides here and I think the length is not perfect yet we will need definitely longer hair still okay and then I also want to add some very small amount of hairs just right underneath the brow so we just reduced our opacity and if you want it to be a bit faster you can just as I said before you can just hide the hair no just didn't work I know and then you just you can just really quickly just paint some hair here I just want some really thin hairs just at the bottom here and maybe a bit more there and there and there here and here remove these guys a bit more okay let's see what did this does okay so we have now like really isolated hairs here and there and we can also push our density a bit so it's not on 5000 let's go ten double the amount so which means more brows I think now it's slowly getting into the right idea we might have too much clumping obviously for if I look at this so let's just reduce the blend a clump blend in general so it's not as clumping as clumping as much like this maybe I think this this might do it and also in the generator Hedren you can reduce the relaxed iterations which is more a uniform distribution so let's go to the hair Jan where is that now here this will pretty much not have them uniformly distributed so if you have more you can see now they are distributed equally but you don't want that you want random placement so I'm just reducing the amount to one maybe just to one and then this is pretty much what the brows look and if I save it and bring the lashes back we have something already like this right it looks very natural I think not too like picked or perfectly brushed brows but I think this is natural alright so for the last thing what I want to do on this and in terms of the grooming I just want to do the vellus hair the peach fuzz and for that we do a bit of bit different approach yet again so first of all we do some painting as we always do so attribute paint paint and this will be the vellus hair i think that's a lesson term for peach fuzz peach fuzz is the really really really small hair which you have all over your face like it's really soft and really thin and most of the time it's white and the older you get the older you get the more they longer they get and then bit more density and whatever so I could see like older people have little moustaches and along here and here obviously I'm talking about females now because men on most of the time of beards datura a chat question will you be doing class master classes on there so creatures or animals I am getting into for grooming it's a bit different than humans or characters but yeah I'm definitely getting into this for sure so our default we do not have any hair you don't have much hair on your nose it's not on the t-zone but you have a lot on the sideburns and on the temples so I will be just brushing in with a low density and before you can see it's doing all the hair stuff so I'm just disabling the hair Jen's and now we should be faster and painting yeah all right so now I just want to pretty much brush around want to see those hairs and we wanted lower intensity so I can be more freely when drawing here so as I said we want hair here and here and then we want to definitely here at the bottom chin area neck area and then sideburns and the face you can see I'm very freely just drawing the shapes then we have them on the temple sides and a bit on the top here and this again is the peach fuzz right so you have it also on your ears like really fine hairs on your ears but I'm here right not so much inside let's see and we will do a blur it again as we did before so just to soften out these spots like really subtle and then what I want to do I just want to reduce the opacity even further just to have some some information here and there it's not much but a tiny amount and definitely what I don't want to have to have is hair on the lips so I'm I know I removed it already but I think I might accidentally have painted on here alright so no hair here and obviously we don't this is just for the guides I started the selection for her sorry so yeah we will only be generating hair on these areas so I want to create another attribute blur and pick vellus like that and now this should be blurred if I view the villas hair we can increase our iterations you can see now it gets softer and I think this might do it obviously we can paint it after all right so now let's do a whole new hair Jen setup so I'm just selecting Emily here go to add fur and we don't have any animated skin just hit enter and now it's generating all the hair we need moving this over and we actually need to rename this this was brows so is this and this one would be Bella's groom and again all right so now we have this this and that pick a different color alright for this I want to show something very cool which is called guide curve or curve at that yeah curve effect this is our current density which is fine it's going here in the groom and make sure that we just able to visualize it for the vellus so like this and next up is we use curve effect so if I click curve it in fact questions do we want the length first we don't have a guide length let's just adjust the length quickly what was that here so it's not super long hair but it gets longer in certain areas so we have longer here on the sides here the question is do we first want to do a curve effect it's just do the first derivative act I will increase the length so I just see what's actually happening and if I click curve at the fact it will generate a few nodes which are like and it adds amaura node and it adds a few other fancy things it was using the skin VDB and i I need to pick my VDB first from our sup sup is our location or VDB location and now this should be a bit faster we wanted to delete the mirror note because we don't have symmetric whole face and what it allows us now is actually to go into the draw curve and if I would just hide the guide giome if i would draw on our line i'm actually specifying the flow of the curve so if i click and drag you can see now the curves of following or the guide curves are following my initial painted curve here and that's fairly nice because you can now be very detailed about where you want to have or how you want to have the curves to flow and you can see how they are changing direction and then you have the peach fuzz mail that's just if you want a fast we can just view from the guide curve and then you can actually bring back the guide genome and then it's a bit easier to just see where you painted your curves so these hairs I think will flow like this and then they flow around your eyes maybe this direction and they may go this way flow around the nut bridge of the nose they go this way they go this way on the ears day go downwards on the 10th on the earlobes I think go around here do the same on the other side like that and then they flow on the top I think that's at least good enough let's just see how it looks so now we have to flow the curves going this way and that way is that is that is that something you didn't know like did you know that crivit effect exists because I find this very satisfying to work with this kind of thing and I'm smoothing the velocity so it's a bit smoother the whole interpolation and now what we want to do next is adjust the length so now we can try the set length brush actually which is that default Houdini one but then we need to actually draw hair screen brush and then here we can use extend I think it was called extended similar to that but I thought I'd just length yeah so now we can also do it the length adjustments so what I want to do here so this is not using groom bear because it's we don't need to be very specific about those curves right so we can just roughly use this brush and we can use random lengths if you want to so not all of the ones are the same length but for now I'll just keep it off and I want to target length maybe to be 0.05 it might be a bit long so okay and then yeah I'm just drawing it fairly quick just to fix like make them longer if you can temples is a bit longer at the bottom here it's a bit longer hair I'm here a bit longer and that's essentially all I have to do just increase the length a bit here and there and then next up would be lifting them so they are not always super flush to the skin I'm not sure if I gave super good references now well you can see them here right like these very tiny hairs here that's what what I'm trying to achieve here with this and they are similar to what we did before they are lifted and then they are bent back down so let's create a lift and create a guide Bend and we can also do a phrase so this is essentially all the notes I'm always doing and that also the clump at some point but let's just go to the lift first and yeah I think the lift is fine it might be a bit much let's do a run and lift again to get a bit more freedom or variation and then back to the bend yeah that's pretty cool and then we do the frizz and we just don't have a very low intensity and only do the tips again and then just reduce the frequency now we have a different they go there along again but everywhere now so I'm just reducing the intensity the amplitude and I think this is just fine so this would be the basic idea of the peach fuzz and if I now bring back the hair you can see the hairs are flowing in the nice direction let's just go to the spreadsheet to let to fix the viewport and this would be the velum here vellus hair and let's just apply the density skin and we select Veles like this and we also want to apply it to the thickness so we're multiplied as well so we do skin attribute and we do the vel lists as well so now we have very thin hair like this and now it's a bit we don't have enough hair so we can either increase the density here like this you can see now they're slowly fading in here and essentially this is obviously need to spend a bit more time maybe we have a few too many hairs on this on the ears but I think essentially this is correct in terms of the look and the density you can clump them but I think essentially this is fairly well we can do the frizz still on to the each individual hairs only on those tips and then obviously we want to only work and sorry we want to reduce the frequency again density again so just there's always some kind of minor breakup right so we can also use a random amplitude which will help us well because then it's they don't all move the same way something like this and you can do the same with the lift again we can try it lift guides oh afro hair yeah you can totally do that I'll show you I'll show you with one strand of something didn't they lift work okay so I want to randomize this as well so we want to go very low two and maybe four so we just have some some it's actually too much something like this so this would be the lift brush so what we want to do next so there was just a question in the chat if I can do afro hair so I think we can jump on that right now let me first take a quick bathroom break and I'm back so if you just joined thank you very much for joining I'm just doing like a little grooming introduction of a Goomba and Houdini I just finished out the valise the peachfuzz hair and now we have brows lashes and Bella's hair and this is now what our digital Emily looks like with these hairs applied and now that was a question in the chat if we can do afro hair and we can totally do that all right so let's do that quickly I'm just hiding all these hairs and I'm just creating a let's go to the left here and we just want to add fur to her enter and enter so now we're getting another group of hair generates and now for the groom's here so I'm just doing a very quick quick guides now for the forehead here I credit the groom node then we go to scatter and we scatter some hair right now the density is a bit too much so I'm just reducing the and the and the mode options the closeness to maybe 0.1 it's better gonna increase the length to one like this let's just work with this for now and now what we can do we can obviously add some breakup here so if this would be a curl we want to do I think there was this swirl thing yeah so we can use this world brush just to get obviously not exactly a froze but this would be now curls but the question was about after so we will doing that as well alright so and you can't clump brushes let's just do a quick clump and we just clump a few of these together not too excessive but something like this and then we can do the swirl on top so we're just creating some rotations in them right so they're intertwined a bit alright so if this is what we have and now I can actually just go to an oval shape and move them down I don't know we can also just do a quick mask selection of these here and there's also the mode to make a screen brush but so we can actually paint in the air which is a lot easier so now we're just glad to see it would just pick quick select these guys move them down where it's quick select these guys move them to the right quick selects these hairs and bend them all right so this is I know some some kind of whack job here but now if we go up to the hair Jen this is what my hairs are generated and now what we can do make sure to go inside here and if you now do a clump you know a guy clump am i blind club guides yeah I am so essentially this is now what it is right so we want to guide it a comput around the guide so now we're using the guides to clump and now there's an option to actually add some curling which is cool so if I bring that up you can now see that the hairs are being curled around those guides oops don't go crazy and we want the profile to be pretty much everywhere so like this and we don't want to obviously go too crazy but you can increase the frequency if you want to and then right now you can see it's breaking up we don't have enough point so what you need to do go back to your guides and make sure that you guys have enough points what I mean is like segments right now we don't have enough segments so in groomer and I think you can do it on the guys on the top level here just specify how many segments you want so I just want to maybe go to 30 segments here now resample them and now you can see that my hairs are getting the same kind of treatment right so going down back going back down into the hair Jen this is now the frequency and you can see now we have almost season like crazy curls going on and now if I go too low you can see already that it's breaking again we don't have enough points right so it's pretty much the same deal so we go even higher maybe try eighty we sample them obviously the more you do this the more intense your groom gets right but if you want to detail you there's no way around this alright so now this is what we see and now you can just adjust the intensity like that and what else can we do we can adjust the amplitude so we have maybe less amplitude in the base so they actually are coming together like this which is nice frequency what else can we do we can actually obviously break them up this is the frequency yeah and then you obviously can apply the frizziness you can add fractal clumping if you want to so they are clumped a bit more in detail you can see now this this almost looks like afro hair now well I think to me it does Oh like super curly hair I guess and now we can do the stray again so if we do stray some hairs will not get affected you can see that there are not really clumped anymore you can have use this different mode that actually good now it's just clumped super tightly let's just use the extra than this yeah so this is definitely one way of doing these cut this kind of hair and obviously is that what the question was like can you do this kind of hairstyles I think it was though but yeah so now obviously we can just make it a bit better right I just really rushed into this and you can see now this is that what I had so if we go back to the scatter brush we can actually now copy them so if I go to brush copy brush B copy make it larger my radius and now I can click and drag I was ready to go on mask full now I can just move them over so I don't need to do all the work twice words and obviously you can spend lots and lots of time in this I don't care much about the back we because we will not see her from the back put a few ones here actually I didn't want to do tell para today about anyways now it's so much fun why not do it we want to clear a few hairs here hidden control you can actually remove them if you own a scatter brush control will remove her hairs you just want to make sure we still follow the hair lines precisely like this and now we can go back to the shape brush and maybe move these ones a bit downwards make it larger right so now she's got some wacky hair let's see how that looks it's always a nice nice surprise now once you did the guides and now let's see how how the hair looks and yeah there we go one click afro pretty much org yeah and they're all pretty individual obviously her it doesn't fit her her ethnicity I think is the right word so yeah this is a very quick thing for this so obviously the next question would be hey can you render this and yes we can and I will be using Arnold for this to render and I think we should do it we still have a bit of time I think what do we have one hour 44 minutes yeah let's just quickly do this all right so I think this complete unless you have any specific questions about grooming at least four for this now for your free to go ahead but I will in the meantime we'll just be starting on the on the gloomy sorry on the oh we're just thinking if I want to have some density maps here and that doesn't matter we don't need to have it perfect now so let's just go up to our different contacts so we want to go to the material context and here we have our default generated hair shaders which we will not be using I just want to create an Arnold material builder want to name this as my skin so I just call this AI base and in here I want to create a surface shader I'm not sure why it's now generating or cooking the hair I don't get that it's weird so I will just changed my updating to manual so it will not update the viewport LTE oh that's right oh yeah that's render that stuff creating a surface shader now we create another one and we call this what do we want to do browse and we want it that's just actually before we do that just going here and swap this out to a hair shader and this is using Ireland right it's not now the mantra shaders or Houdini shaders it's using Arnold ones so we've got the brows now we have the lashes we have the vellus hair and we have the top or just we just call it hair so we've gone on for shaders I think we good for shaders perfect we go back to object level we go to this here and we create a camera control click on the camera icon why did that not do it is it because I'm not in the update mode maybe let's just go back to auto update just will cook your stuff there done yeah all right so I'm not sure now it's something is whack here I'm just selecting like a little nice camera layout ctrl click again on the camera which will create me the camera which is great we want to zoom out a bit so we see your whole head like this move it over go out of the camera mode and save it then we want to go to lights we want to go to right click here of tabbing here credit Arnold lights so we have lights and camera so next up we go to my preset studio preset which is the SkyDome or some studio layout we don't want to display it in the viewport we go to our out context which is essentially out means the the render engine essentially so in here we create an oiled render settings on output output Rob in here I'll have my now I was a good question we're gonna GPU a CPU I hope it will not lag the stream so as soon as it starts lagging please let me know I will reduce my system load to just use half my threads so it should not affect it I hope it should not affect it we do not have motion blur rate emphasis on - I'm just reducing this to one sampling is five one one one and for now I'm just going to my object level and I am just working on the lashes just for for the first test and to see if everything is working let's just move the let's see how this looks actually let's just move the POF out of the way little bit smaller yeah you will not see it there okay and go to the render view and save it I don't show sometimes this just crashes for me can it be converted to hair for unreal render or make the hair cause for iclone I'm not so sure about all of this I never worked really and unreal so I can't say much to it maybe someone in the chat can help you out with that obviously I forgot to assign the shader so that is a new thing I did here so first go to the mo moany tab this is already assigned to my base but for the hair lashes we need to assign the shaders so aureus is not in here interesting I'm not sure why the hair did not show up here it's there about it did not show up in my picker let's go back to object level why I did they don't show up here anyways they are there it's just an update you sure I guess so we have the base lashes and then we go browse in here we go veles and the last one would be hair alright and if you haven't done so I would regret if I could get a like if you if you're still here I'm sure you like what I'm doing so would be great to give me a thumbs up on the YouTube video and if you haven't done so I would HIGHLY appreciate it if you would subscribe to my channel subscription help you in gaining more views because more people will get notified so all of this will help me quite a lot alright so we get the lashes and I think they work as expected the default color is a melanin value of 1 which means fully black and we can just adjust it slightly so go to the hair shader and reduce the melanine so now we've got like raw blonde hair got your dark brown and one thing in the out settings what I want to do which I don't have on them default is enable progressive rendering it's just a nicer way you don't see those buckets it's a bit just looks and feels a bit better alright so let's just stop the render and actually bring in all the hair and see if we can handle it so bring it on so I think all of this will cook first okay and one thing I think which is an issue of Arnold on default is that the curves are not interpolated properly but we can just have a look if this does it it will take a little bit longer now to generate I think because there's a lot more curves but we are back already all right so this is now what we get and as I said before this is using a black melanine you can see now the curves are totally messed up and I was saying that this will happen because we did not select a correct settings so if you go back to the object level and we go to the hair Jen and the Arnold tab you can change I think the basis needs to be b-spline and let's just see if this does it let's see cooking cooking cooking there we go once it's on b-spline you can now see we get the nice curvy patterns and I think this is what we want to do yeah so right now it's very black so we want we can just do some nice stuff with the hair here so it's hard to read it up as well so if you go to the material here and we go to the hair like that shift W opens that little roll out just actually I need to swap it to my different view here there we go that's better I just checked a different view transform so now we see the curls in the hair shader let's just reduce the melanine to something a bit lighter something like more in the brownish colors and then what I want to do is increase a melanin randomize which gives me different colors per curve which is a natural effect and now each curve is a bit different we don't want melanin redness because we don't have red pigmentation for her and we can increase the roughness so it's a bit softer it's not super pingy and if I render the whole thing now this will take a bit but you will see that this will look already very natural just in terms of that basic setup you and obviously it doesn't fit her features this curly hair but this is what it is the brows are still very thick but we can adjust that as well can reduce the thickness overall and I think I know the afro kind of style looks not too bad it's something and now let's just work on the valise here that's the peach fuzz go back to our Veles shader and this hair is pretty much transparent so we want no redness we want a melody of like almost white and then we want to increase the roughness so it's not super specky and we can also reduce the opacity which is prayers I'll again advanced yeah so you can essentially what you need want to do is just reduces them slightly so it's a bit kind of see-through and they should not be very very visible as well it should be almost not not there so this is still too much so I can reduce the thickness as well so if I stop the render and I go to my object level go to vellus hair Jen and the thickness is right now 0.0 or 3 and we just want to have it like this and I also thought that the browser a bit too thick so we just do a similar thing thickness right now is point O 3 we go maybe to point O 2 and hit save and it's just right near this and see what we get now I see now I save it I hope I did and now we got the crash it's super weird like I'm not sure it's some kind of with the Arnold side there's some plugin issues I'm not sure it keeps crashing once you change settings on on the object level and then if you have an active render running I don't know it crashes for me and I need to report that to the Arnold to the h-2a Arnold guys to see what's happening yeah and let me know if you have any questions so stream was almost done I'm just setting up through the last shader settings and then we think I'm just I'm good so let me know if you have any questions like we have now 47 people still watching so feel free to ask away I am we can still talk about stuff and again it would be great if you can join me and all the rest of the guys on discord which is a very great platform which I I started to grow like a month ago we have a pretty large following already it's like 1,100 members and it keeps just growing we have challenges and no prices yet but I'm actually honored to get some kind of prices and some licenses maybe so keep keep active and join us so you're the ones the first to crane you will be the ones of the first to be able to participate which is great all right let's try to open the crash file no crash not found so let's just open this and hope for the best I'm not sure when I last saved I don't think it was too long ago hope and yeah all the the source files of this like the hip files and whatnot will be available so be sure to check it out on patreon which is my go-to place to upload source files and for you guys to have a bit more direct contact with me all right so we are back and oh it actually saved I just said I think I'd lost change the brow thickness which we still have that's great okay so we have the thickness adjustments yeah let's just go back to your render view and see what we get all right so yeah I think they are good let's work with the brows let's just first go to the brow shader material and we want to go to the brows and what I like to do here is to sum the discord channel is actually the link is in the description below I hope it is if not it's just called CG lounge let's just bring it up like this I'm sure someone in the chat can sent the link as well also thanks and I learned quite a lot from YouTube on hoody and I also followed the Steven nipping tutorials which you can find on CG CG recruit I'm not sure exactly what the website was but something like that so what I want to do here is go a bit different on this approach I wanted to have root and tip colors and right now we actually don't have it and if you want to do that you can use a ramp RGB and if we plug this ramp to the surface shader we get directly the feedback we wanted to change the pattern to be V or u v you use the question we want to have it two curves only and I think it is correct on V always keep mixing it up that's yeah I think this is correct so if I move great this and I just put it yeah I think this is correct yes so now we have a root tip color variation right so we have black roots white tips and what I want to do now is let's say I want to do some randomization what I can do here is go to a cheetah color plug in our color plug this into the input and we go RGBA out again so right now there's no difference because we don't have any colors so let's say I want to pick let's pick some brown dark brown and for the tip we pick some kind of yellow desaturate it or let's pick a brown and just change the hue slightly or a bit lighter so right now we have a root to tip variation yeah I'm on the Verdie knee I'm following the CG wiki channel which is great there's lots of crazy people on there so I'm learning quite a lot there as well so color jitter and now I want to do a I think per object I want her face and one change your face or uniform ID and now if I do a max gain adjustment you can see now that we get a variation here so we get darker and lighter colors we can do a slide hue shifts so we have a bit of red maybe not too extreme oh we can't play with the saturation so we have de saturated and more saturated brows so if I hit enter we actually saved a snapshot so this is what we have now and this is before and that's extreme can I close this and now you can see the difference so this is what the variation and it's a lot nicer what what with the variation because you get in way more detail and then you want to plug this into your base color and make sure then that the melanin is to zero no redness or this is now essentially just reading my base and I'm pretty sure that this will be too light in terms of the color just because the base color is just a lot brighter than its supposed to be and but then we can just reduce the gain so you can create a color correct right after and just do this so if I create a color correct node and I just plug this in here go to input and then we go out to base color and we can just multiply it down or expose it down we could just multiply it so now we have darker colors something like this obviously it's not ideal not yet at least so we can adjust it a bit more but this is I think the way to go and if we want to achieve the same effect for the head hair we obviously it's pretty much the same thing so what we can do can just copy this go into hair paste it in here and we can hook it up first to see what we get I can see now this is our ramp which we have from root to tip and I'm not sure why we have what we don't have color it's weird this is not supposed to reduce the color interesting I'm on the wrong color here not sure why it's grayscale any ideas anyone hmm maybe we just need to restarted oh we've got a crush again I hate it I knew it I just saved I think anyways I think anyways this sums up the tutorial so I will just try it one more time and if we crash it again then I'm just done so click what is it click the export divided on the shader what does that do export the divine I'm not sure exactly what that does I haven't seen it yeah Steven tipping is pretty good guys and ILM we yeah he's an LLM employee so he's a very technical on what is right now being used in production so it's very good to follow this guy he has lots of great tips especially like hidden tips in his videos I mean I learned credit uh quite a lot from him so do circuit yeah yeah that's great - until this opens up and then we'll see if we can't get this ramp to work on the top here all right loading all the plugins stuff let's just load the last Emily file and you see how it is always live streaming is always a bit of a trouble it's always a patience game and you don't really trust so you know what the software is doing for you so it's always a bit difficult but yeah that's why if I do tutorials I mostly you know save a lot and edit a lot as well so let's just jump into the material jump into the hair shader we have all this so it's still connected so let's just see if I jump into the render view and see if we got the color back it might have just been an update thing yeah it was I figured okay so now we have the hair and you can see now it's colored nicely if I bring the jitter color you can see that we now have per curves on randomization we have the color correct again so if I just reduce the gain here we have a lot darker hair and this is essentially what I wanted to do with this breakup so if I go back to the correct shader if i hook this up to the base plug it in and we need melanin to be there and this would be a lot brighter hair now so let's just see how everything comes together and yeah so yeah this is now rendering and but I want to thank you and everyone who joined this Sunday for most of you guys it's already late in the evening I have 3 p.m. now it was a long stream but I enjoyed myself I worked I learned quite a bit again with the curl stuff so it's always nice to work and learn and I want to thank everyone for joining and again as I said before I always appreciate every like I get so thank you guys for doing that and obviously keep those notifications on so you can always be one of the first ones to see new tutorials on my channel and again I'm on Instagram on Twitter these are my main communication tools Instagram and Twitter and then obviously YouTube and a bit of Facebook but not too much so yeah this is now the render and you can see we have the nice curly hair we've got the nice brows nice lashes and the little peach fuzz and once you have a skin shader on top this will work a lot nicer cool yeah I want to thank you guys it was introduction and I think I'll just I'll just keep doing this I love grooming so I'll just keep doing all of this I can actually make my face a bit larger so yeah I want to thank everyone and have a great start of the week and obviously stay safe out there it's a it's a difficult time for everyone everyone needs to stay at home and whatnot so it's always good to just stay I keep to the rules I do what they asked of you so anyways enough blubbering so thank you guys have a great Sunday and a great start of the week see ya guys
Info
Channel: Arvid Schneider
Views: 20,072
Rating: undefined out of 5
Keywords: how to groom in houdini, hair, learn how to groom, curly hair, afro in houidni, afro grooming, grooming curly hair, rendering afro, learn grooming, arnold, rendering hair in arnold, working in houdini, how to learn houdini, houdini, vfx, groom
Id: iu3z_6YHQDE
Channel Id: undefined
Length: 129min 28sec (7768 seconds)
Published: Sun Apr 19 2020
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.