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Crafting Feathers for the Bird Kingdom in Hoppers
Pixar adapted Houdini's hair grooming system for the many bird species in Hoppers, adding controllable secondary motion that complements wing animation and shading for patterned feathers.
How to read this
- Category
- Pixar SIGGRAPH Talk on a production feather grooming and rigging pipeline for a large animal cast
- Contributions
- Adapts and customizes Houdini's hair grooming system to groom feathers across a large, visually diverse bird cast, geese, ducks, songbirds, herons, patterned owls, from a shared toolset
- Builds a skin plus silhouette surface model so groomers can visualize and place feathers while rigging concentrates on articulating just the silhouette surface
- Adds a new Presto feather deformer that drives feather surfaces from the rigged skin and silhouette, including per feather lofting, scaling and weight mapped fluffing and fluttering
- Uses Pixar's Weave render time deformation system to attach high resolution curve based render feathers to the groomed surfaces, and the Lama hair shader to support both simple and complex two sided patterned feathers like owls
- Context
- This is a production pipeline talk, not a research method paper, it sits alongside Pixar's other grooming production talks, its neighbor at this SIGGRAPH is Brooks et al.'s curly hair talk for Toy Story 5, but covers feathers rather than hair. It has no builds_on entry, the pipeline is described as built by customizing an existing tool, Houdini's hair grooming system, rather than extending a prior published method.
- Correctness
- The claims describe a system that shipped across many bird species in Hoppers, grounded in production use. This is a 2 page SIGGRAPH Talk with no formal evaluation, benchmark or comparison, just a description of the tool chain and the workflow it enabled for groom and rigging artists.
- Clarity
- Artist and TD friendly, organized around the actual pipeline stages, groom, rig, shade, with figures of the surface and network setup, no maths, accessible to anyone doing character grooming or rigging in a Houdini plus USD pipeline.
- How to read it
- First pass, read the abstract and the Houdini feather network figure to see the overall shape of the tool. Second pass, read the surface model and rigging sections to see how skin, silhouette and the new Presto feather deformer relate, that is the reusable rigging idea. Third pass is worth it for a rigging TD evaluating whether a similar skin plus silhouette split would simplify feather or fur rigging on their own creatures.
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