Houdini Fox Groom

Jesus FC
Lead Groom TD
Julian CG
Junior Groomer

Introduction

Hello hello and welcome to the houdini fox tutorial! We’re gonna learn everything from the model ingest to a final groom with render! This one has the basics to groom any creature!

Model Ingest

First things first, we need a model to groom! (You can download the fox model if you’re a subscriber on the resources section of Creature Garage)

For the model ingestion, we’re gonna first create a folder on your computer where you’re gonna save your files.

For this project, we’re gonna create a custom project folder.

Now we need to create this project inside the groom folder. Also we’re gonna check the box for a custom folder, and we’re gonna name it workFile.

And don’t forget one of the most important steps of most 3D softwares, set the project! 

Now that the project is set, we have to prepare our model to groom! You can upload an object (.obj) or an alembic (.abc), in this case we’re gonna work with an alembic.

We need to create a geo node first to import the model, for that we create the geometry node.

And we’re gonna name it “fox_GEO”. 

Remember: Always use the proper names!

Now let’s actually import the model to Houdini! For that, first we need to go inside of the node “fox_GEO” and create an “Alembic” node, with this we can import our fox model!

Now we have the model in place! But, we want for the fox to have a real scale, so we are gonna add a transform node!

Now we have the model with the proper scaling!

And also remember to always name the nodes. 

If we take a close look the attributes:

We have a path on the attributes, and this is because of the groups and how it was divided on Maya. Also, we have primitives instead of polygons, so let’s clean it up! 

Now let’s create a node called unpack, and we’re gonna place it in between the model and the scale node, and this is just to have the workflow clean.

First, let's check the alembic node and check if we have it group by using the shape node's full path.

Also we want to create a convert node, to convert from primitives to polygons. And also put it before the scale node.

And you should see something like this:

This looks like a mess and yes, it is, but now we’re gonna organize the acne in a proper line of workflow so that we can follow any connections and understand where everything is!

Geometry Structure

Once we have the model ingested, we need to prepare it to groom! So we-re gonna divide the model in different parts and for that we’re gonna create a delete node first.

On the delete node you can select the group that you want to delete or to isolate.

The first group that we’re gonna select is the body group, and to isolate it, we change the operation from Delete to Delete Non-Selected.

Also, just before the delete node, we’re gonna add a null node.

And this one will contain the whole model. 

Now we have to separate the groom body, that means, just the area that we want to groom. 

First we create another to delete the nails.

And we do the same as before, we change the Delete option to Delete Non-Selected.

Also, just before the delete node, we’re gonna add a null node.

And this one will contain the whole model. 

Now we have to separate the groom body, that means, just the area that we want to groom. 

First we create another to delete the nails.

And we do the same as before, we change the Delete option to Delete Non-Selected.

And finally, we do the same for the teeth and eyes!

If you have any difference on the normals, we can create a normal node and put it just after the convert. 

Here is where Houdini becomes so powerful, we can create the nodes that we want without breaking the flow.

Now let’s select the mesh that we want to work on. For this, let’s create a group node.

And in the parameters we’re gonna click on the little arrow to add the mesh that we want to work on.

And when we have our geometry selected, we can create another Null that contains the geometry that we are gonna work on.

Now for the other groups that we created, we are gonna create a merge node, to group them all together, and create a null that will contain this geometry.

If you want to learn the final steps to ingest the geo for grooming and create a turntable set up, you can check the video tutorials for Houdini Fox Groom VIP here!

Groom object

Now let’s create the container for our groom! For that, we create a “Subnetwork”.

Inside the “Subnetwork”, we’re gonna forget about the nodes and create our own. First a geometry node, and inside we create an object merge node to pull the model, and we duplicate the node and pull the VDB. Then we create a null to out the groom geo and the VDB.

For the second step, we’re gonna create a guide groom outside the groom geo node.

Then on the path we add the OUT_GROOM_GEO as the skin source and the group will be the groomBody.

The last step will be to create the hair gen node.

And we do the same, add the groom object (guidegroom node) and the grupo will be the groomBody.

Pure Ref

This one is a free tool that you should be always using while grooming, this app lets you have images on a board on your monitor so you can work with your groom.

Link here!

Grooming Workflows

One of the easiest ways to start grooming is with a “guideinit” node, it will give you an idea of the general flow.

Also, if you want to make your own guides you can use the “groombear” or the “guidegroom” node. 

Now let’s check the different workflows for this project that you can use.

The first one will be with just a “guideinit”, and for this one, you need to go out of the node to control the length and everything else. The second one, will be a “hairgen” node + a “guideinit” node. For this one, you don’t need to go out of the node to control the length, you can go and edit those parameters in the “hairgen” node.

You can also work with a “guidegroom” node, and for this one, you can choose if you want to start working from the guide init or the guidegroom directly and create your own guides.

And for this one, you can divide the zones you want to groom.

And the last method will be with the “groombear” node.

Now, if you decide to work with hairgen, you’ll need to define the groups for the geo that you want to work on. So for this, we’re gonna go to our geo node, and add some groups.

Once in the node, we create a group node.

Once you connect the group node, you can select the uv surface that you want to groom.

Once you select the surface you want to work on, you hit enter. You can do this for all the body parts, for example, head, body, tail, paws, etc.

Then just connect the groups to the “OUT_GEO”. Now we just go back to our groom nodes, and add the groups.

You can create other harigen nodes for all the groups that you created.

So now, let’s recapitulate, we have 3 methods:

  • Method 1: Guideinit.
  • Method 2: Guidegroom.
  • Method 3: Groombear.

If you want to learn how to master the 3 methods and learn how to groom a Fox, you can check the video tutorials for Houdini Fox Groom VIP here!

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