For those who don’t know the tool: Houdini is SideFX software for procedural modelling, animation, VFX, look development and rendering. Houdini Engine connects its assets with Maya, 3ds Max, Unity and Unreal Engine.
Before anyone updates the farm
Houdini 22 has appeared in a maddeningly short sneak peek video. That sentence contains nearly everything we can state with confidence. The footage moves quickly through Gaussian Splats, character work, Copernicus, Terrain, USD, Unreal, rendering and simulation. It supplies very little explanation and what follows is therefore guesswork.
Think of it as fanboys pausing a teaser frame by frame and attempting to identify the nodes before the compression artefacts win. A longer presentation is scheduled for June 22, 2026. Until that arrives, every interpretation deserves a large bucket of salt.

The Splats look suspiciously useful
The loudest section of the teaser concerns Gaussian Splats. The video appears to show Splats created inside Houdini, processed through procedural networks, rendered in Karma and manipulated as scene data. It also appears to show a Splat-based creature being rigged and animated. Thank you, SideFX, for picking the absolutely worst animal to trigger all my personal creepy-crawly shrieks. Why not do that with a cat, or a dino, or something …l nice?

But back to the topic: That sounds substantial. It may be substantial. The animated creature suggests that Houdini 22 may support deformation or motion workflows for Gaussian Splat data. The footage also appears to show training or generation through TOPs. So, the Gaussian Splat Machine Learning for Radiance fields directly within Houdini.


Copernicus keeps spreading
Copernicus appears throughout the teaser. The footage shows procedural pattern generation, a UV Shape node, Neural Cellular Automata and image-driven effects moving across geometry. One shot appears to use adjacency data and time shifting to move ripples across a statue. That could indicate tighter links between image processing and surface topology.

Could is doing heavy work in that sentence. Copernicus also appears beside terrain tools and Unreal Engine integration. A Houdini Digital Asset seems to expose COP controls inside the engine. That could become a practical authoring workflow for procedural textures and effects. It could also depend on prepared assets, restricted nodes or specific outputs.

The teaser does not say.
Character tools get a few seconds
The KineFX section appears to include IK Limits and Set Driven Keys. Both concepts are familiar in character rigging. IK Limits restrict joint movement. Set Driven Keys connect one animated value with another. Their apparent arrival in Houdini could simplify common rigging tasks.

Motion Mixer also appears to gain nested clips. The current reading is that animation clips can be nested within larger clip structures. That seems useful for assembling longer motion sequences.

None of these sections lasts long enough to answer the questions a character department will actually ask.
USD wanders into SOPs
The teaser appears to show USD data authored through SOPs. That could give geometry artists another route into scene description without moving immediately into Solaris. The idea makes sense. SOPs already provide a familiar procedural environment for asset construction. Adding USD authoring there could reduce context switching during asset preparation.

The footage does not explain supported schemas, composition arcs, variants, references, payloads or layer management. It does not establish whether SOP-based USD authoring handles complete production assets or a narrower set of preparation tasks.


Quad Remesh may get more rectangular
Quad Remesh appears to gain a Rectangular method. The visual result suggests a more regular grid-like topology. That may help with surfaces that benefit from cleaner directional flow. Automatic retopology demos usually begin with cooperative geometry. Production begins when the mesh has teeth, holes, overlapping parts and a history of questionable decisions. The new mode looks promising.




Terrain enters the Copernicus fog
Terrain tools appear to move closer to Copernicus. The teaser seems to show a unified heightfield workflow inside the image-processing framework. Since heightfields already behave like grid-based image data, the combination is technically plausible.

Effects get recipes and speed claims
The video appears to show prepared recipes for fireworks and magic effects. Recipes can package node arrangements for repeated tasks. That could help artists reach a usable starting point faster.

Voronoi fracturing also appears faster. Faster than what, on which hardware, with what geometry and under which settings remains unknown.

Disclaimer: This is a teaser, not documentation
Hints are not specifications. Several interpretations may turn out to be accurate. Others may describe internal experiments, partial workflows or features that behave differently from the way the teaser suggests. The video is simply too short to support definitive conclusions.

For now, SideFX Houdini 22 looks interesting. That conclusion is safe. Everything more detailed remains guesswork until the manuals arrive.
