← ArchivePaper2017
Build Your Own Procedural Grooming Pipeline
Wanho Choi, Nayoung Kim, Sanghun Kim, Julie Jang, Dohyun Yang
Dexter Studios presents ZENN node-network, a procedural grooming pipeline for fur, feathers, and scales used in commercial creature productions.
Abstract
ZENN (Zelos Node Network) is a procedural grooming solution from Dexter Studios for the quick, easy, and art-directable creation of body coverings for digital creatures such as fur, feathers, and scales, and by extension forests, rocks, and landscapes for digital environments. Implemented as a Maya plug-in of modular nodes that pass strand data, it converts guide curves into internal strands bound to a mesh, then generates many more strands through sampling and interpolation schemes and applies modifiers for randomness, clumping, and frizz. The talk also describes binding and fake-dynamics options, feather and mesh instancing onto strands, and the caching and rendering pipeline used in production.
How to read this
- Category
- Production talk / pipeline: a procedural grooming system
- Contributions
- ZENN, a modular Maya node-network that passes strand data to author fur, feathers, and scales (and by extension forests, rocks, landscapes)
- A guide-to-strand workflow that binds guide curves into internal strands and generates many more via sampling and interpolation, with randomness/clumping/frizz modifiers
- Production binding and fake-dynamics options plus feather and mesh instancing onto strands, with a described caching and rendering pipeline
- Context
- A studio (Dexter Studios) grooming solution in the lineage of arbitrary primitive generators such as Thompson et al.'s XGen, framed for art-directable creature coverings.Builds on: XGen: Arbitrary Primitive Generator
- Correctness
- Studio practice presented as used in commercial creature productions, not peer-reviewed; results are production-proven but the talk emphasizes workflow and art-directability over quantitative comparison.
- Clarity
- Accessible as a pipeline overview; a first pass conveys the node-network concept, a second pass helps if you want the specific interpolation and instancing schemes.
- How to read it
- Read for the node-graph architecture and the guide-curve to dense-strand interpolation; skim the dynamics and caching sections unless you are building a comparable pipeline.
Builds on
Built upon by
Related work
- Creatures in Houdini | Ahmed Gharraph | FMX 2019 2019 / FMX
- Simulating the Perfect Groom for a Bovine Biker | Untold Studios | FMX HIVE 2023 2023 / FMX
- Hair, Feathers and Fur | Axis Studios | Character FX & Crowds Production Talks 2019 / Houdini
- Automation of Creature FX in a Small Studio Pipeline 2022 / FMX
Keywords
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