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CFX Cloth and Hair at Unit Image
Unit Image CFX supervisors trace the evolution of their cloth and hair simulation department, covering Houdini-based character FX workflows across multiple cinematic projects.
Abstract
Unit Image CFX supervisors trace their department's move from a Maya plus Marvelous Designer and Ornatrix pipeline to a unified Houdini and Vellum workflow, sharing a common input/solver/output setup hierarchy, resource manager and exporter between cloth and hair. For cloth, they show a custom group maker and group split that color-code and order garment meshes from body-out, wrap high-res render meshes onto simulated low-res, and expose tweak nodes for per-shot edits. For hair, they build grooms with perimeter-based groups and low/high guide variations, then drive them by three methods: full Vellum simulation with per-group bend stiffness, mass, glue and pin settings against cleaned VDB collision meshes; noise-based false drag and turbulence/curl for short hair and fur; and a wrap method that deforms hair onto animation-provided proxy geometry such as braids. Examples are drawn from Love Death and Robots Season 2 episode Snow in the Desert, plus God of War and other game-cinematic projects, with recurring root-recovery ramps to preserve scalp UVs.
How to read this
- Category
- Production talk / cloth and hair CFX department breakdown
- Contributions
- Department evolution from a Maya plus Marvelous Designer and Ornatrix pipeline to a unified Houdini/Vellum workflow with a shared input/solver/output hierarchy, resource manager and exporter
- A cloth workflow with a custom group maker and group split that color-code and order garments body-out, wrap high-res render meshes onto simulated low-res, and expose per-shot tweak nodes
- Three hair-driving methods (full Vellum sim with per-group settings against cleaned VDB collision meshes, noise-based false drag/turbulence/curl, and a wrap method onto proxy geometry), with root-recovery ramps to preserve scalp UVs
- Context
- A character-FX cloth-and-hair pipeline grounded in position-based / compliant-constraint dynamics (XPBD, Macklin et al. 2016) as realized through Houdini's Vellum solver.Builds on: XPBD: Position-Based Simulation of Compliant Constrained Dynamics
- Correctness
- Studio practice, not peer-reviewed; results are production-proven on cinematics including Love Death and Robots Season 2 and game projects, so take it as transferable workflow structure rather than validated technique.
- Clarity
- Concrete and accessible; one pass conveys the shared setup and the three hair methods, with node-level details useful for reference.
- How to read it
- Read once for the unified input/solver/output structure and the three hair-driving strategies; revisit the group/wrap and root-recovery details if you are standardizing a cloth-and-hair department.
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Related work
- Designing Feathers Using Houdini at FOLKS | Amelie Goursat | Paris HIVE 2023 2023 / Houdini
- Framestore Creatures & Houdini | Framestore | Character FX & Crowds Production Talks 2019 / Houdini
- Automation of Creature FX in a Small Studio Pipeline 2022 / FMX
- Grooming and Simulation Methods for Different Hair Types | Andriy Bilichenko | Paris HIVE 2023 2023 / Houdini
Keywords
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