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Image courtesy of Andriy Bilichenko.

Houdini’s brand new feather system is a complete set of GPU-powered tools that allows for the efficient creation of highly detailed feathers. You can draw freehand curves, but also use reference images to create a full set of different types like wing feathers, decorative plumes, down, coverts, etc.

A basic shape, made of several curves, is turned into a realistic feather model with shaft and barbs (barbs are thin filaments that grow from the shaft). Appropriate nodes let you shape the barbs, add curvature, orientation or noise to get the typical looks of different feather types. Sophisticated methods let you create UVs for complete feather sets in one pass for texturing. A wide range of attributes lets you manipulate feathers and parts of them through wrangles and noise. This way you can add frizz to the barbs, or randomize length and curvature.

The feathers are then painted onto a character. You can interpolate between various feather types, adjust scale and orientation, and apply a wide variety of grooming tools to get the desired look. Guide feathers, preview modes, low-res proxies for both the feathers and the underlying character geometry, together with other tools ensure a fast workflow. A new radial menu provides quick access to the most important grooming tools.

More than 20 nodes give you all the necessary tools for the creation of believable feathers.

Houdini’s feathers also work with animated and moving characters. All physics and simulation work on the feathers, e.g. for wind, is done by Houdini’s versatile Vellum solver.

Feathers and groom by Andriy Bilichenko

A Feather Procedural translates your feather work into high-resolution objects directly at render time. The procedural is renderer-agnostic and works with any Hydra delegate. With Houdini’s new fur shader with medulla support you can achieve outstanding results in Karma GPU and XPU.

Feather nodes

Groom nodes

  • Guide Groom SOP now provides a Feathers section for drawing and planting feathers.

  • Some operators on the Guide Process SOP now have advanced settings that let you choose, whether you want to work on virtual barbs or barb curves. You also have options for working on a feather’s left and right barbs independently.

Content library examples

Download the Eagle Feathers files on the Content Library for the signature Houdini 20 eagle. There are two main files: eagle_feathercreation.hip shows the creation and placement of base feathers, and eagle_render.hip is where the various caches of feather patches are assembled and brought into LOPs for rendering in Karma XPU or CPU. There are also cameras and lights included.

Download the Splashscreen Feathers file on the Content Library for the scene using the new feather tools to create the Houdini 20 splash screen image.

What’s new in Houdini 20