![]() “These hooks, such as particle samplers, allowed us to take baked data from Houdini and inject it into our stateless XGen fur/hair generator.” “We took advantage of the hooks our effects department already laid out in previous shows in our proprietary - and open source - expression seExpr,” explains technical animation supervisor Nick Burkard. It allowed our tech anim department to use fluid fields to animate wind blowing through Nick’s hair.” This allowed the effects department to use Houdini to easily animate interaction between, for example, Nick and his surrounding grass without loading all the grass in the entire set. “Once in Houdini,” outlines head of effects animation Cesar Velazquez, “we were able to use the various procedural/simulation based approaches to animate the fur and vegetation and push the changes back into the XGen pipeline. But in order to deal with the enormous file sizes that would have been generated if fur or vegetation was pure geometry in XGen, the technology department instead wrote some tools to replicate the geometry generation process and store what they needed in Houdini. For example, the studio’s solutions for fur and vegetation relied on tools called XGen and Bonsai with rendering carried out in their in-house renderer Hyperion. ![]() ![]() Along with those in-house solutions, Disney Animation’s technology department also embarked on a effort to integrate its tools with Houdini. In building environments and crafting animals the studio relied on its own proprietary fur, vegetation and rendering toolsets. ![]()
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