Houdini: Hair Cards for Game Meshes
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Donald Trump, insulation is a seamless wall with airpockets. Ceilings can be printed using a re-enforcing scaffold for support. Try googling info..

by Polygrinder
4 hours ago

Really awesome work and the tutorial is fantastic. Thanks for sharing.

by Dave
4 hours ago

Absolutely no information about the 4.2 release - was it ever released in September. There is about as much information on trueSKY as there is in any of the so called products that use it. For me this lack of transparency is killing there business and points to fundamental issues with the technology. Google trueSKY in YouTube and you'll hardly get any information at all. For such a ground breaking technology this is very suspicious. Do they not have a marketing team - do they even care? Sounds like a very small company which wishes to remain small and doesn't understand what they can become because with the technology they have they should be targeting a bigger profile, revenue streams and audiance than they have and the lack of foresight here with the Simul management is quite frankly very disapointing. Another 10 years could easily disapear for these guys and they will simply remain a small fish. Very sad.

Houdini: Hair Cards for Game Meshes
12 November, 2017

Do you hate painting hair cards by hand? Gary Hanna has presented a Houdini Digital Asset (HDA) to let you create automatically generated and textured hair cards from Houdini’s built-in hair-grooming system. What is more, you can this system for real-time game meshes.

The Hair Card asset only requires the free version of Houdini (Apprentice) and Substance Designer for baking an opacity mask.  More importantly, Substance Designer provides group baking by mesh name, which Houdini doesn’t do.  Group baking by mesh name isolates baking to specific meshes in a 3D scene as opposed to baking everything high poly to everything low poly.  This is CRUCIAL to baking a high poly hair mesh to low poly hair cards.  As you can imagine, baking an entire head of hair onto a cluster of hundreds of hair cards would produce a mess.  Substance Designer’s “Bake By Mesh Name” feature allows us to bake individual cards with their high poly clump counterparts assigned to them without interference with surrounding hairs that belong to other hair cards.  Houdini doesn’t allow this so that’s why we need Substance Designer to get a cleaner bake.

Gary Hanna 

Getting Started

  • Download the Hair Cards Asset HERE (Orbolt)
  • Make sure you have Substance Designer and Houdini (Apprentice works)


Make a hair style using Houdini’s hair system and have that prepared.  Plug in each hair generate node into the Hair Cards asset.  Make sure the hair generate nodes have a hairclump node inside the graph.  The hair cards asset REQUIRES a clumpid attribute that the hairclump node initiates. Adjust the sliders to suit your tastes and scalp’s needs.  The first output on the left will output a low poly hair card mesh.  The second output on the right will output a high poly hair mesh made from Houdini’s hair system. Export both as a .obj then proceed to bake in Substance Designer clicking “by mesh name” for each map.  

Follow this link to find the full guide and documentation. 

Source: sidefx.com

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2 Comments on "Houdini: Hair Cards for Game Meshes"


Thanks Henry, feel free to ask me any questions or submit feedback/artwork/ or real world use experiences so I can continue developing the HDA. Sorry for the late reply, I recently noticed this was published on 80lvl.


Aw man I’ve been searching for something like this for weeks. Thanks!