Kai Stavginski


About Me

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Kai Stavginski has been a Senior Technical Director for SideFX Software since 2014. In that time, he's mostly been busy in the areas of shading and fur tools. He started in the industry as a generalist in 2004, spent some time as a rigger for an animated feature and then created VFX for major Hollywood blockbusters for several years. He used Houdini to get the job done and now uses his extensive industry experience in his development work on the software itself.


My Talks

obj-image FMX
Shading in Houdini 16
obj-image FMX
Fur in Houdini 16
obj-image Character FX Talks
Hair and Fur Grooming in H17

My Tutorials

obj-image Masterclass
Fur & Hair Grooming Toolset | H16.5 Masterclass
obj-image Masterclass
New Shading Features | H16 Masterclass
obj-image Masterclass
Custom Shading | H16 Masterclass
obj-image Masterclass
Hair and Fur Masterclass

Recent Forum Posts

Skin UVs to Hair Feb. 6, 2019, 4:46 a.m.

In that screenshot of the network editor it looks like you tried to attribpromote the uv attribute, did that not help?

I would have suggested promoting ‘uv’ to a vertex or point attribute.

H 16.5 Hair (Simulation) Dynamics Feb. 20, 2018, 10:12 a.m.

This seems to behave much better when you set “Reference Matching” to 0. I think maybe there's some weird interaction with the non-1 spatial scale there. I'll look into that.

guide/ hair interpolation Dec. 6, 2017, 9:44 a.m.

Yeah it should be pretty easy for us to implement such a thing.

I think you could even hack it yourself by setting a different clumpid primitive attribute value on each object's guides. Then you can control the inter-object blending using the Clump Crossover parameter on the hair generate object.

I'm still planning to implement something that actually pushes apart the guides when you use the Part Guides SOP. Just haven't gotten to it. It's pretty straight forward to do it now though with the Guide Bend SOP and it's ability to take a direction attribute, just not a one-click solution yet.