L O N G  H A I R  S I M!

L O N G H A I R S I M!

Intro

In September 2023, I joined Crash Landing Studio to do cloth & hair simulation for their stunning animation works, but as there were more and more shots to handle, I realized that I need to clean up my node network and make my pipeline more clear and efficient.

Basically I did all of these to save my time. But of course, this pipeline isn’t build in a day. There are many versions and each update makes it better and handier to use.

Well CLS is a place for volunteer artists (we don’t get salaries from that), and everyone has flexible schedules. So I guess I can post these docs publicly.

The overall view

The overall view

Ame

Ame

Gura

Gura

Ina

Ina

Pink nodes are importing / key output nodes, green nodes are those you should mainly tweak parameters on, and the yellow nodes are exporting / cache nodes.

We have 3 main characters: Gura, Ame and Ina. Each sim pipline is nearly identical, so I’ll take Ame’s as an example.

Ame’s sim pipeline

Ame’s sim pipeline

Process

File I/O with Blender

WARNING: this is the old file I/O instruction and will not used in the future, for I’m trying to replace these process with scripting. See:

Advanced Level Scripting in Cloth Sim Pipeline

Export Collision Geometry

In Blender I would select only the body geo (don’t forget Gura’s tails!) and expert as alembic. You’ll also need to notice the end frame and set it in Houdini.

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We also need to export cameras as alembic file and import to the scene. After chosen camera file in this alembic archive node, press build or update hierarchy and a same camera is generated.

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And also you need to dive inside to set a correct camera resolution.

Import Sims

Since we use GitHub to share project files and Dropbox to store large files like sims and rendering & comp images, we should copy & paste our sim output to the corresponding S drive path, so other people can see the sim on their own computers.

If you don’t setup Dropbox and S drive correctly, ask Myxo (our leader) about that.

For example, for the shot in:

github\DD103\shots\C_gawrzilla_06\020

We need to move sim outputs to:

S:\_projects\Gawrzilla\shots\06_020\sim

When exporting from Houdini it will export material groups too, and in Blender select the sim first, select original hair, press ctrl L and choose link materials, then the materials will be copied to sim objects.

Sometimes things in Blender is too much labor… Since I learnt how to use MEL & Python in Maya to save a lot of time for me, I may consider using Python scripts in Blender someday, too.

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Frame Range