Kirill Kolobushkin

Kirill_Kolobushkin

About Me

EXPERTISE
Generalist
INDUSTRY
Advertising / Motion Graphics  | Film/TV

Connect

LOCATION
Ufa, Not Specified
WEBSITE

Houdini Skills

ADVANCED
Procedural Modeling  | Lighting
INTERMEDIATE
Environments  | Digital Assets  | Hair & Fur  | Crowds  | Solaris  | Mantra  | Karma
BEGINNER
Character Rigging  | Motion Editing  | Animation  | Cloth  | VEX

Availability

I am available for Contract Work

Recent Forum Posts

Object should be invisible but receive cast shadows Sept. 1, 2025, 7:39 a.m.

In mantra you can build specific shader using shadowmatte node, depending of compose task bind it to AOV or render as beauty. unfortunately I don't imagine way to avoid beauty calculating.

In Karma use render geometry settings node to set shading properties, type LPE exp and it will be enough. This way is faster because beauty might not being rendering.

Object should be invisible but receive cast shadows Aug. 29, 2025, 7:06 a.m.

Hi!
you can use LPE: holdout;shadow;C.*<L.'domelight1'>
to make it works in Render Geometry Settings switch Holdout Mode to Matte or Background.

"C" avoids shadow reflections.
"<L.'..'>" split LPE tags
You can also make shadow casting geometry phantom

scale bias for specific voronoi fracture cell points Aug. 27, 2025, 7:02 a.m.

Hi! It seems that points need connection to all possible collision primitives before being scaled.

Try to build grid by connect adjacent pieces node and than give pscale. Also, in the Voronoi split, make sure to toggle the weight attribute.