SideFX - Houdini 21 Flow Solver Experiments

Year
2025
Client
SideFX
Discipline
Procedural Simulation / R&D
Role
Marketing FX Artist (Intern)
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Painted Dunes: a current sketched as a curve in SOPs becomes the input for the Flow Solver
The velocity field beside the flow it drives
The animated texture applied to the grains
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Coral Synapse: reaction–diffusion carried and stretched by the Flow Solver
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Mycelial Trace, regular 2D simulation: the pattern breaks at every UV seam
With UV island hopping, pixels jump across seams and the growth stays continuous
Seam-aware growth across the bark, before modelling

I joined SideFX as a Marketing FX Artist intern, with a simple brief: learn the new features of Houdini 21, break them, find the bugs, and see how far they could be pushed creatively. Most of that time went into the Flow Solver, a new GPU solver in Copernicus that moves pixels like a fluid, so motion can be sculpted in image space and iterated almost in real time.

To learn its limits, I gave myself two weeks, a few simulations a day and no polishing, to see how many different looks it could produce. The more interesting results came from leaving pure 2D: geometry driving the flow, and flow data driving geometry back in SOPs.

Three pieces grew out of that. In Painted Dunes, a wind current drawn as a curve becomes the flow that carries Vellum grains across the dunes, and an up-res pass turns ten million grains into a hundred and twenty million. Coral Synapse runs three solvers in step: the flow carries a reaction–diffusion pattern while Vellum flexes the membrane to the same motion. Mycelial Trace runs a 2D simulation over a 3D branch; building on Yancy Lindquist’s UV Island Hopping technique, pixels jump across UV seams so the pattern grows without breaking. I presented the work at OFFF, and the setups are available in the SideFX Content Library.

Credits

Client
SideFX
Role
Marketing FX Artist (Intern)
Tools
Houdini, Copernicus, Vellum, and Solaris

Team

UV Island Hopping technique
Yancy Lindquist

More work

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