SideFX - Houdini 21 Flow Solver Experiments
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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
















