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Hair Tools Documentation

A suite of Houdini nodes for hair and fur pipelines, designed to integrate cleanly into a production environment without displacing the tools and workflows already in place. None of the nodes require the others to function. Each one does its job independently and works alongside whatever else an artist already has in their scene. You can adopt a single node for a specific problem, build a full pipeline around the suite, or anything in between.

Getting started
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If you’re new to the suite, a typical starting point is Hair Prepare, which conditions incoming curves and computes the attributes that downstream nodes expect. From there the workflow depends on what you’re working on. The documentation for each node covers how it connects to the others.

See the example scene for a demonstration of the tools themselves.

Deformation Workflow
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The general workflow for working with this curve deformation system is:

  1. Load a dense groom. This may or may not come from Houdini.
  2. Use the hair_prepare node to transfer necessary skin attachment attributes to each primitive.
  3. Use hair_select or hair_extract_clumps to select simulation guides from the set of dense curves, or import existing guides and use hair_prepare to similarly prepare the guides for mesh attachment.
  4. Simulate or otherwise deform the guides (a procedural application of hair_collision may be sufficient).
  5. Use hair_deform to associate guides with each curve of the dense set and deform them to the animated guides.
  6. Use hair_collision to push any guided curves out of the collision shapes in a post sim operation, if necessary.
  7. Profit.


Grows or trims curves to a target length without losing their shape, with full per-curve art direction via painted maps.

Sticks groom roots to an animated character skin. The fast, lightweight first step in any hair pipeline.

Pushes hair clear of character surfaces with built-in friction, stiffness, and soft-blending controls for natural results.

Drives a full dense groom from sparse simulation guides, with clump tightening, twist, and an interactive debug mode.

A render-time version of Hair Deform that deforms dense curves against guides in Husk, with no pre-cached groom required.

Automatically groups a dense groom into natural clumps and picks a representative guide for each one.

Snaps roots, evens point spacing, resolves penetrations, and transfers skin attributes. The essential first step before simulation.

Generates a close-up-ready dense groom from existing guides without re-grooming from scratch.

Picks an evenly distributed subset of curves to serve as simulation guides, with neighbor-based collision width ready to feed straight into a sim.

A scene file with example workflows that demonstrate the capabilites of each node.