Petko Ganev

McTwark

About Me

EXPERTISE
Generalist

Connect

LOCATION
Sofia, Bulgaria
WEBSITE

Houdini Skills

ADVANCED
Hair & Fur  | Karma  | Lighting
INTERMEDIATE
Procedural Modeling  | Environments  | Digital Assets  | Cloth  | Solaris  | Destruction FX  | VEX
BEGINNER
Character Rigging  | Motion Editing  | Animation  | Crowds  | Muscles  | Mantra  | Pyro FX  | Fluids  | Realtime FX  | PDG  | Python

Availability

I am currently employed at BUBU studio

Recent Forum Posts

MtlX mixing hair and Standard surface shaders March 19, 2025, 9:57 a.m.

Hello, I have the task of making feathers with golden tips. I can't get the look of the gold exactly right using only the hair shader(there's no metalness component), and I can't get the look of the non-golden parts of the feathers using only the standard surface shader, so naturally I tried mixing the two shaders, but no dice. As of now, I'm using the standard shader relying on sss and transmission to get the 'soft' look of feathers for the non-golden parts. How would you approach this situation? I'm using houdini 20.5.410 with the feathers procedural workflow.

Material Stylesheets workflow in Solaris? May 7, 2024, 9:23 a.m.

blackpixel_mv
It would also be great if LOPs and Karma could have a cleaner way to feed prim string attributes directly to Cryptomatte properties instead of that weird user property / stylesheet override "hack" we have to use now.

Can you please elaborate on that "user property" 'hack' or send me a resource to read through. Maybe my case is a bit different in that, I'm trying to get cryptomatte data for each point in instancing scenario. I'm creating a render var with settings:
- format - color3f;
- source name - id(int attribute, unique for each point);
- source type - primvar
- enabled tick on 'cryptomatte'

The result is a cryptomatte pass that looks alright but doesn't work. I suspect that the reason is that my attribute is with 'varying' interpolation, but for the life of me I can't figure out how to convert it to 'uniform' or 'constant' or if it's even possible.

Setting primvar interpolation to 'constant' or 'uniform' April 26, 2024, 5:54 a.m.

Hello,

I'm trying to get a cryptomatte AOV for each instance in a copy to points scenario. I have an unique unchanging int 'id' attribute for each point which is a primvar with varying interpolation in Solaris. I already tried to use it to create a Cryptomatte AOV, and on the surface it looks like it's working, but when I try to read it in Nuke, it's wrong. From my limited understanding, It's not working because Karma expects a primvar that is with 'constant' or 'uniform' interpolation. I tried using a wrangle to change the interpolation with 'usd_setprimvarinterpolation(0, '/copytopoints1', 'id', 'uniform');', and judging from the scene graph details, it's working, but it breaks everything else that relies on this primvar(material randomizations, etc..). I'd appreciate the help if anyone knows something on the subject.

Petko Ganev