Serge Filin

Serge Filin

About Me

Senior Procedural Artist specializing in tools and pipelines for environment/world building and dressing in Houdini | Unreal Engine 5. I focus on creating effective, scalable solutions with comprehensive documentation. CORE COMPETENCIES: • Tech Stack: Houdini (HDAs), UE5 (Blueprints, PCG), Maste...  more
EXPERTISE
Gamedev
INDUSTRY
Gamedev

Connect

LOCATION
Dubai, United Arab Emirates

Houdini Skills

ADVANCED
Procedural Modeling  | Environments  | Digital Assets
INTERMEDIATE
VEX

Availability

I am available for Contract Work

Recent Forum Posts

Multiple mesh outputs June 17, 2025, 9:56 a.m.

You can create unreal_output_name attribute on your mesh separating it into pieces and then use pack node using it as a name attribute and as transfer attribute. Just make sure that you disable "Create Packed Fragments" toggle! Everything works fine to me.

offset polygon April 26, 2024, 9:15 a.m.

old_school
Extrude SOP does this for you. Not to be confused with Poly Extrude.

The options are in the Fuse Points parameter. It defaults to "Clamp Minimal Set" where each point as it self-intersects will stop-stick.

There are other options as well for you to try out but I believe the default "Clamp Minimal Set" is what you want.

The Extrude SOP was originally designed to extrude fonts but it comes in real handy for offsetting curves like this.

Great advice and example! Thanks a lot! I would just add for dummies like me, that you could filter black polys by normal direction for example)

Inset with PolyExtrude - overlapping polygons April 22, 2024, 10:02 a.m.

Jikian
These days the PolyExpand2D SOP exists, in case anyone is wondering.
I can't say how much useful this advice was for me) Thanks a lot!