Aleksandr Kirichenko

FaitelTech

About Me

EXPERTISE
Generalist
INDUSTRY
Film/TV

Connect

LOCATION
Novi Sad, Serbia

Houdini Skills

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

Availability

I am available for Full Time Work

Recent Forum Posts

Universal DCC Importer for Houdini (MAX, Maya, other) Aug. 20, 2025, 9:04 a.m.

Great idea! One potential consideration is the ability to bake modifiers on geometry and shaders into textures. For example, cars often have subd modifiers, and plants have adjustable leaf shaders; therefore, all of this has to be baked beforehand.

UE5 Metahumans render in Houdini June 9, 2025, 8:04 p.m.

Now that Metahuman licensing allows rendering in any DCC, the once strictly Houdini-to-Unreal character pipeline could become bidirectional. Does anyone know if SideFX or SideFX Labs is working on an Unreal-to-Houdini Metahuman workflow?

In my latest project, I rendered most of the scene with Karma XPU, then switched to Karma CPU when ultimate quality mattered or speed wasn’t a priority. A similar hybrid approach could apply here: render some sequences entirely in Unreal, then refine others with heavy VFX, such as FLIP or pyro, in Houdini with Karma.

Also, I’ve noticed that the Metahuman Grooming HDA is tailored to Unreal’s groom system, yet Unreal still doesn’t offer a native way to export groom strands to other DCCs without a paid third-party plugin.
By other side, it seems that Unreal has made huge leaps in many shot-related areas like custom aovs, OCIO, overall rendering consistency, USD support and fluids support, since its initial release, and holds a strong position in areas where Houdini is less present, including previs, virtual production, geometry-heavy environments, sound, live performances and character building.
Of course USD is key to tying all software together, but it still feels that bringing high-quality characters into Houdini will require close collaboration between dev teams (for example interchanging transparent materials is still great pain, and character not only have transparent eyes, but also sss skin and hair shaders).
Any insights would be greatly appreciated.

How to Extract apex animated controls ? Jan. 30, 2025, 2:26 p.m.

sabudimir
There is a nice example in the content library that you might find helpful. If I understand correctly what you wish to do, I think that example shows exactly that workflow (scene animate > sops/kinefx > scene animate).

https://www.sidefx.com/contentlibrary/kinefxapex-workflow/ [www.sidefx.com]

I've checked the example, and that's exactly what I'm looking for! Thank you for pointing it out!