A suite of tools for deforming and procedurally manipulating hair and fur grooms in Houdini. Rather than authoring a groom from scratch, these nodes take an existing groom and help you get it moving. They are designed to sit around your simulation pipeline, handling everything before and after the sim itself.
These tools grew out of my own CFX work. I built them to solve problems I kept running into on real productions, and refined them every time a new shot pushed them somewhere unexpected. Over time, the artists around me started reaching for them too, and eventually they became a quiet staple of the pipeline wherever I worked. It felt like the right moment to clean them up, document them properly, and make them available to everyone grinding through the same problems.
Download #
Documentation #
Hair Adjust Length
Grows or trims curves to a target length without losing their shape, with full per-curve art direction via painted maps.
Hair Attach
Sticks groom roots to an animated character skin. The fast, lightweight first step in any hair pipeline.
Hair Collision
Pushes hair clear of character surfaces with built-in friction, stiffness, and soft-blending controls for natural results.
Hair Deform
Drives a full dense groom from sparse simulation guides, with clump tightening, twist, and an interactive debug mode.
Hair Deform Procedural
A render-time version of Hair Deform that deforms dense curves against guides in Husk, with no pre-cached groom required.
Hair Extract Clumps
Automatically groups a dense groom into natural clumps and picks a representative guide for each one.
Hair Prepare
Snaps roots, evens point spacing, resolves penetrations, and transfers skin attributes. The essential first step before simulation.
Hair Regrowth
Generates a close-up-ready dense groom from existing guides without re-grooming from scratch.
Hair Select
Picks an evenly distributed subset of curves to serve as simulation guides, with neighbor-based collision width ready to feed straight into a sim.