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		<title>tyFlow 2 adds CUDA fluid solver and 20 Infernos</title>
		<link>https://digitalproduction.com/2026/03/05/tyflow-2-adds-cuda-fluid-solver-and-20-infernos/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 05 Mar 2026 06:00:00 +0000</pubDate>
				<category><![CDATA[Newsletter]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3ds Max]]></category>
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		<category><![CDATA[CUDA]]></category>
		<category><![CDATA[Fluid Simulation]]></category>
		<category><![CDATA[fluids]]></category>
		<category><![CDATA[GPU]]></category>
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		<category><![CDATA[particle simulation]]></category>
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		<category><![CDATA[Tyflow]]></category>
		<category><![CDATA[tyFlow Inferno]]></category>
		<category><![CDATA[tyFlow ZENITH]]></category>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/ynchmuth-ei-00-00-02-tyflow-v2000-zenith.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A bold logo in a black circle, featuring the letters 'TF,' amidst an explosion with bright orange flames and smoke filling the background, creating a dramatic visual effect." /></div><div><p>tyFlow 2 integrates a CUDA fluid solver, adds 20 Inferno operators, and expands caching and collision features.</p>
<p>The post <a href="https://digitalproduction.com/2026/03/05/tyflow-2-adds-cuda-fluid-solver-and-20-infernos/">tyFlow 2 adds CUDA fluid solver and 20 Infernos</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/ynchmuth-ei-00-00-02-tyflow-v2000-zenith.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A bold logo in a black circle, featuring the letters 'TF,' amidst an explosion with bright orange flames and smoke filling the background, creating a dramatic visual effect." /></div><div><script type='application/json' class='__iawmlf-post-loop-links'>[{"id":4736,"href":"https:\/\/pro.tyflow.com","archived_href":"http:\/\/web-wp.archive.org\/web\/20251018202527\/https:\/\/pro.tyflow.com\/","redirect_href":"","checks":[{"date":"2025-12-28 17:37:35","http_code":206},{"date":"2026-03-04 14:16:03","http_code":206},{"date":"2026-03-07 15:36:08","http_code":206},{"date":"2026-03-10 17:37:09","http_code":206},{"date":"2026-03-14 10:47:12","http_code":206},{"date":"2026-03-17 13:12:17","http_code":206},{"date":"2026-03-20 14:52:57","http_code":206},{"date":"2026-03-24 04:34:09","http_code":206},{"date":"2026-03-27 04:45:24","http_code":206},{"date":"2026-03-30 09:26:57","http_code":206},{"date":"2026-04-02 10:33:21","http_code":206},{"date":"2026-04-06 05:41:15","http_code":206},{"date":"2026-04-10 01:04:58","http_code":206},{"date":"2026-04-13 07:18:25","http_code":206},{"date":"2026-04-16 10:00:56","http_code":206},{"date":"2026-04-21 09:09:46","http_code":206},{"date":"2026-04-25 13:54:11","http_code":206},{"date":"2026-04-28 17:30:05","http_code":206},{"date":"2026-05-01 17:53:33","http_code":206}],"broken":false,"last_checked":{"date":"2026-05-01 17:53:33","http_code":206},"process":"done"},{"id":13503,"href":"https:\/\/forum.tyflow.com\/thread-5101.html","archived_href":"http:\/\/web-wp.archive.org\/web\/20260304131014\/https:\/\/forum.tyflow.com\/thread-5101.html","redirect_href":"","checks":[{"date":"2026-03-04 14:16:23","http_code":200},{"date":"2026-03-07 15:36:07","http_code":200},{"date":"2026-03-10 17:37:09","http_code":200},{"date":"2026-03-14 10:47:12","http_code":200},{"date":"2026-03-17 13:12:21","http_code":200},{"date":"2026-03-20 14:52:56","http_code":200},{"date":"2026-03-24 04:34:14","http_code":200},{"date":"2026-03-27 04:45:30","http_code":200},{"date":"2026-03-30 09:27:01","http_code":200},{"date":"2026-04-02 10:33:21","http_code":200},{"date":"2026-04-06 05:41:15","http_code":200},{"date":"2026-04-10 01:05:06","http_code":200},{"date":"2026-04-13 07:18:28","http_code":200},{"date":"2026-04-16 10:00:58","http_code":200},{"date":"2026-04-21 09:09:46","http_code":200},{"date":"2026-04-25 13:54:13","http_code":200},{"date":"2026-04-28 17:30:04","http_code":200},{"date":"2026-05-01 17:53:31","http_code":200}],"broken":false,"last_checked":{"date":"2026-05-01 17:53:31","http_code":200},"process":"done"}]</script>
<p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://pro.tyflow.com/" title="">tyFlow </a>is a particle and simulation plugin for <a href="https://digitalproduction.com/tag/3ds-max/" title="3ds Max">3ds Max</a>. It is commonly used for particle effects and procedural simulation within pipelines. The tool expands 3ds Max application simulation features with node-based operators and GPU-accelerated modules.</em></p>



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<h3 id="a-cuda-fluid-solver-arrives" class="wp-block-heading">A CUDA fluid solver arrives</h3>



<p class="wp-block-paragraph">The <a href="https://forum.tyflow.com/thread-5101.html" title="">2.000 release of tyFlow </a>introduces a new GPU fluid simulation solver named ZENITH. According to the official release notes, the solver runs on CUDA and integrates directly with the tyFlow simulation environment.</p>



<p class="wp-block-paragraph">The update also introduces twenty new operators for the Inferno module. Inferno is tyFlow’s internal system for simulation tasks, including volumetric and fluid workflows. The release notes confirm that the operators are designed to support the new GPU fluid pipeline introduced with ZENITH.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/ynchmuth-ei-00-00-19-tyflow-v2000-zenith.png?quality=72&ssl=1"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/ynchmuth-ei-00-00-19-tyflow-v2000-zenith.png?resize=1200%2C675&quality=72&ssl=1"  alt="A digital rendering featuring dramatic, billowing clouds against a dark background, overlaid with a grid pattern. The text reads &#039;tyFlow’s new Sparse CUDA fluid engine&#039; in bold, modern font."  class="wp-image-257893" ></a></figure>



<p class="wp-block-paragraph">CUDA modules distributed with tyFlow have also been updated. The package now includes machine learning models intended for fluid up-rez and compression. These models ship inside the CUDA module package together with a defined installation location described in the included documentation. The release raises the minimum supported CUDA version to 12.8. Users are instructed to ensure that GPU drivers are updated accordingly.</p>



<h3 id="updated-cuda-modules" class="wp-block-heading">Updated CUDA modules</h3>



<p class="wp-block-paragraph">The updated CUDA modules are a central part of the release. The vendor states that the package now bundles machine learning models used for fluid up-rez and compression. Fluid upres workflows typically reconstruct higher resolution detail from a lower resolution simualtion. The release notes do not specify the training method, dataset, or inference process used by these models. No benchmarks or performance figures are provided.</p>



<p class="wp-block-paragraph">The CUDA modules also now require installation in a specific location. Users are directed to the README documentation included with the CUDA module package for installation details. The vendor also updated the CUDA cub and thrust libraries used internally by tyFlow. According to the release notes, the update addresses rare CUDA crashes during Multifracture operations. (Multifracture is tyFlow’s system for procedural mesh fracturing used in destruction simulations.)</p>



<h3 id="twenty-inferno-operators" class="wp-block-heading">Twenty Inferno operators</h3>



<p class="wp-block-paragraph">The release introduces twenty new Inferno operators designed to work with the new GPU simulation capabilities.  Inferno operators in tyFlow provide node based controls that modify simulation behaviour or generate simulation data. The addition of twenty operators suggests a significant expansion of the Inferno system. </p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/ynchmuth-ei-00-00-24-tyflow-v2000-zenith.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/ynchmuth-ei-00-00-24-tyflow-v2000-zenith.png?resize=1200%2C675&quality=72&ssl=1"  alt="A 3D rendering of a rocket launch in a digital environment, displaying two tall rockets with flames at the base. The right panel shows software user interface elements with a highlighted feature, stating &#039;20 new operators&#039; in bold white text."  class="wp-image-257894" ></a></figure>



<h3 id="new-operators-for-general-workflows" class="wp-block-heading">New operators for general workflows</h3>



<p class="wp-block-paragraph">Outside the Inferno system, the release adds several new operators and modifiers for tyFlow workflows. A new Global operator has been added. The official documentation referenced in the release notes is required to understand its full functionality.</p>



<p class="wp-block-paragraph">The update also introduces a MAXScript operator. MAXScript is the scripting language used inside 3ds Max. The operator presumably enables scripting access within tyFlow simulations, although the exact capabilities are not described in the release notes.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/ynchmuth-ei-00-01-08-tyflow-v2000-zenith.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/ynchmuth-ei-00-01-08-tyflow-v2000-zenith.png?resize=1200%2C675&quality=72&ssl=1"  alt="A dark-themed code snippet displaying programming functions related to a comprehensive third-party API. Functions include &#039;ReleaseVolumes&#039; and &#039;GetVolume&#039;, annotated with descriptions and ensuring thread safety for volume access."  class="wp-image-257895" ></a></figure>



<p class="wp-block-paragraph">A new tyMeshBlend modifier has also been introduced. The modifier blends normals where meshes intersect. This behaviour is typically used to reduce shading artifacts where two meshes overlap or intersect.</p>



<p class="wp-block-paragraph">Another addition is a new SDF shape mode for the PhysX Shape and PhysX Collision operators. SDF stands for signed distance field. According to the release notes, the new mode allows more accurate concave collisions.</p>



<p class="wp-block-paragraph">Signed distance fields are commonly used to represent complex shapes in simulation because they encode the distance to the nearest surface point in volumetric form.</p>



<h3 id="tycache-improvements" class="wp-block-heading">tyCache improvements</h3>



<p class="wp-block-paragraph">The release expands tyFlow’s caching capabilities. The tyCache modifier can now cache spline data. Previously, the system primarily cached particle and mesh data. The Export Particles operator now supports subframe export of tyCache data.  Subframe data enables simulation playback at time steps smaller than a single frame. This is typically required for accurate motion blur in rendering workflows. The tyCache object also now displays PhysX bind connectivity.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/ynchmuth-ei-00-00-30-tyflow-v2000-zenith.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/ynchmuth-ei-00-00-30-tyflow-v2000-zenith.png?resize=1200%2C675&quality=72&ssl=1"  alt="A 3D rendering software interface displaying a helicopter crashing into a cloud of debris and dust. The phrase &#039;Instant cache recall&#039; is prominently featured in the center. The screen is divided into four sections, showing different angles of the scene."  class="wp-image-257896" ></a></figure>



<h3 id="mesh-and-material-improvements" class="wp-block-heading">Mesh and material improvements</h3>



<p class="wp-block-paragraph">Several modelling and mesh related updates are included in the release. The multifracture, tyBoolean and tyWeld modifiers now include UVW seam weld options. A new Merge mat IDs mode has been added to the tyMaterial modifier. The same option is also available for the tyMesher object. According to the release notes, the feature merges and concatenates material IDs across instanced objects and generates a compatible multi material with the new ID layout. This behaviour can simplify material management in procedural setups where multiple objects share or generate different ID sets.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/ynchmuth-ei-00-00-56-tyflow-v2000-zenith.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/ynchmuth-ei-00-00-56-tyflow-v2000-zenith.png?resize=1200%2C675&quality=72&ssl=1"  alt="A black car with smoke and colored lighting effects, positioned above an abstract graphical representation of an adaptive solver domain, featuring a grid layout and cloud-like shapes."  class="wp-image-257899" ></a></figure>



<h3 id="ui-and-usability-changes" class="wp-block-heading">UI and usability changes</h3>



<p class="wp-block-paragraph">The update includes multiple interface adjustments aimed at improving usability inside the tyFlow editor. Comboboxes, checkboxes and radio buttons now display non-default values in blue. Previously, this behaviour was limited to numeric spinner controls.</p>



<p class="wp-block-paragraph">Large dropdown comboboxes now include a text entry field at the top of the list that allows users to search items using fuzzy matching. The release also introduces a Houdini-style value stepper dialog. Middle Mouse Clicking any spinner control opens a dialog that allows incremental changes across multiple orders of magnitude. </p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/ynchmuth-ei-00-01-05-tyflow-v2000-zenith.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/ynchmuth-ei-00-01-05-tyflow-v2000-zenith.png?resize=1200%2C675&quality=72&ssl=1"  alt="A fiery explosion background with orange and yellow flames. Superimposed text reads &quot;Streamlined file export&quot; in white, while a black progress bar beneath displays &quot;Exporting Inferno VDBs...&quot; with a green fill indicating progress."  class="wp-image-257897" ></a></figure>



<h3 id="export-and-procedural-variation" class="wp-block-heading">Export and procedural variation</h3>



<p class="wp-block-paragraph">The Export Particles operator now supports exporting ranges for tySwitcher indices and reseed values. According to the release notes, this allows permutations to be exported from the same operator during a single export operation. Exported object names and layers now also support symbol replacement variables such as $tySwitcherIndex and $tySeedIndex. These variables allow procedural naming during export operations.</p>



<h3 id="openvdb-update" class="wp-block-heading">OpenVDB update</h3>



<p class="wp-block-paragraph">The OpenVDB SDK used by tyFlow has been updated to version 13. OpenVDB is an open source library widely used in volumetric workflows. It provides sparse volumetric data structures for storing grids such as smoke, fire or fluid simulation volumes. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/ynchmuth-ei-00-00-39-tyflow-v2000-zenith.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/ynchmuth-ei-00-00-39-tyflow-v2000-zenith.png?resize=1200%2C675&quality=72&ssl=1"  alt="A dramatic scene with a powerful dust storm affecting a dilapidated structure, with the text &#039;Unified physics framework&#039; prominently displayed in the center."  class="wp-image-257898" ></a></figure>



<h3 id="practical-implications" class="wp-block-heading">Practical implications</h3>



<p class="wp-block-paragraph">The most significant change in this release appears to be the introduction of the ZENITH CUDA fluid solver and the expansion of the Inferno operator set. However, the official release notes do not provide technical descriptions, performance data or architecture details for the solver. GPU fluid simulation inside particle frameworks can reduce iteration times when compared to CPU grid solvers. Whether this holds true for ZENITH cannot be determined yet – so it is time to have a good long playing session with Tyflow! </p>



<p class="wp-block-paragraph">Users interested in adopting the new system will likely need to examine the updated CUDA modules and example scenes to evaluate real world behaviour. As always, new tools and innovations should be thoroughly tested before use in production.</p>



<p class="wp-block-paragraph"><br />// <a href="https://pro.tyflow.com/">https://pro.tyflow.com/</a></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/03/05/tyflow-2-adds-cuda-fluid-solver-and-20-infernos/">tyFlow 2 adds CUDA fluid solver and 20 Infernos</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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<post-id xmlns="com-wordpress:feed-additions:1">257891</post-id>	</item>
		<item>
		<title>Houdini 21: Like good wine (Part1,  VFX &#038; Geo)</title>
		<link>https://digitalproduction.com/2025/11/17/houdini-21-like-good-wine-part1-vfx-geo/</link>
		
		<dc:creator><![CDATA[Manuel Kotulla]]></dc:creator>
		<pubDate>Mon, 17 Nov 2025 06:00:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3D modeling software]]></category>
		<category><![CDATA[ambient occlusion]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Copernicus]]></category>
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		<category><![CDATA[Fusion]]></category>
		<category><![CDATA[GPU]]></category>
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		<category><![CDATA[ICE.ART]]></category>
		<category><![CDATA[Machine Learning]]></category>
		<category><![CDATA[meshing]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[MPM Solver]]></category>
		<category><![CDATA[particle simulation]]></category>
		<category><![CDATA[Procedural Modelling]]></category>
		<category><![CDATA[SideFX]]></category>
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		<guid isPermaLink="false">https://digitalproduction.com/?p=213697</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/mpm_intro.png?fit=1200%2C615&quality=72&ssl=1" width="1200" height="615" title="" alt="A clear glass cup with whipped coffee being poured into it, showcasing layers of creamy foam and brown coffee. The cup is surrounded by scattered coffee beans and a silver frother on a dark surface." /></div><div><p>Houdini 21 polishes the chaos: production-ready MPM, neural surfacing, smarter Pyro, and Vulkan viewport upgrades: all taste-tested for real-world use. (Part 1 of ???)</p>
<p>The post <a href="https://digitalproduction.com/2025/11/17/houdini-21-like-good-wine-part1-vfx-geo/">Houdini 21: Like good wine (Part1,  VFX & Geo)</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/manuelkotulla/">Manuel Kotulla</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/mpm_intro.png?fit=1200%2C615&quality=72&ssl=1" width="1200" height="615" title="" alt="A clear glass cup with whipped coffee being poured into it, showcasing layers of creamy foam and brown coffee. The cup is surrounded by scattered coffee beans and a silver frother on a dark surface." /></div><div><script type='application/json' class='__iawmlf-post-loop-links'>[{"id":236,"href":"https:\/\/www.sidefx.com\/tutorials\/how-to-create-thruster-fx","archived_href":"http:\/\/web-wp.archive.org\/web\/20251227131028\/https:\/\/www.sidefx.com\/tutorials\/how-to-create-thruster-fx\/","redirect_href":"https:\/\/www.sidefx.com\/tutorials\/how-to-create-thruster-fx\/","checks":[{"date":"2026-01-06 10:39:52","http_code":200},{"date":"2026-01-21 21:37:33","http_code":200},{"date":"2026-01-25 19:57:54","http_code":200},{"date":"2026-02-01 17:35:04","http_code":200},{"date":"2026-02-05 13:39:15","http_code":200},{"date":"2026-02-10 20:30:53","http_code":200},{"date":"2026-03-04 03:56:52","http_code":200},{"date":"2026-03-17 13:31:19","http_code":200},{"date":"2026-03-30 21:49:48","http_code":200},{"date":"2026-04-08 12:18:02","http_code":200},{"date":"2026-04-13 20:45:31","http_code":200},{"date":"2026-04-20 01:40:18","http_code":200},{"date":"2026-04-23 13:50:33","http_code":200},{"date":"2026-04-29 12:42:04","http_code":200},{"date":"2026-05-03 06:53:49","http_code":200}],"broken":false,"last_checked":{"date":"2026-05-03 06:53:49","http_code":200},"process":"done"},{"id":237,"href":"https:\/\/www.sidefx.com\/contentlibrary\/carbd-dual-car-collision","archived_href":"http:\/\/web-wp.archive.org\/web\/20251119201225\/https:\/\/www.sidefx.com\/contentlibrary\/carbd-dual-car-collision\/","redirect_href":"","checks":[{"date":"2025-12-27 13:09:02","http_code":200},{"date":"2026-01-06 10:39:56","http_code":200},{"date":"2026-01-21 21:37:36","http_code":200},{"date":"2026-01-25 19:58:07","http_code":200},{"date":"2026-02-01 17:35:08","http_code":200},{"date":"2026-02-05 13:39:18","http_code":200},{"date":"2026-02-10 20:30:53","http_code":200},{"date":"2026-03-04 03:57:24","http_code":200},{"date":"2026-03-17 13:31:21","http_code":200},{"date":"2026-03-30 21:49:48","http_code":200},{"date":"2026-04-08 12:18:03","http_code":200},{"date":"2026-04-17 00:04:54","http_code":200},{"date":"2026-04-20 07:10:59","http_code":200},{"date":"2026-04-23 13:50:34","http_code":200},{"date":"2026-04-29 12:42:24","http_code":200},{"date":"2026-05-03 06:53:49","http_code":200}],"broken":false,"last_checked":{"date":"2026-05-03 06:53:49","http_code":200},"process":"done"}]</script>
<h3 id="a-tasting-of-the-dynamics-and-geometrys-side-of-effects" class="wp-block-heading"><strong>A tasting of the dynamics and geometrys side (of) effects</strong></h3>



<p class="wp-block-paragraph">This release is not about the number of features, but about finishing what was started, achieving true production readiness, robustness, performance, and ease of use. It’s a version focused on quality of life. Feature sets like MPM simulations and Karma have matured like a good wine. The machine learning tools respect the artist’s skill set and have left their state of play are actual usefull in production.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-8.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="614"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-8.png?resize=1200%2C614&quality=72&ssl=1"  alt="A graphic titled &#039;R&D Priorities&#039; featuring the logo of Houdini at the center. Below the logo are two gray boxes labeled &#039;Strengthen Core Technologies&#039; and &#039;Enhance User Experience&#039;, with an orange button at the bottom stating &#039;KEEP IT ALL PROCEDURAL&#039;. The background is black."  class="wp-image-224976" ></a><figcaption class="wp-element-caption">SideFX’s R&D priorities presented at Equinox Hive Keynote</figcaption></figure>



<p class="wp-block-paragraph">Even though SideFX remains modest in its official statements, Houdini 21 is a massive release. For the feature-hungry among us, the highlights include a fully matured APEX; a refined and clever animation and rigging framework; a simulating Copernicus (think <em>Substance on Dope</em>), and in the VFX realm, the production-ready MPM Solver. On top of that, we’re seeing machine learning tools popping up in all the right places (AI for people who don’t expect a Pixar film from a single click), faster and expanded rendering with Karma, and a healthy dose of quality-of-life improvements.</p>



<p class="wp-block-paragraph">Since our editorial cat can only count to 300, we can’t tell you the exact number of new or improved features,  but we’re impressed nonetheless. And soon, you will be too. To avoid overwhelming both writer and reader, we’re breaking this article into a mini-series. We’ll start with VFX & Geometry, followed by Solaris & Karma, Copernicus & Terrain, and the massive Animation & Rigging tools.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="615"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_intro.png?resize=1200%2C615&quality=72&ssl=1"  alt="A clear glass cup filled with layers of frothy coffee and cream on a dark background. Coffee beans and sugar crystals are scattered on the surface around the cup, enhancing the rich café ambiance."  class="wp-image-213821" ><figcaption class="wp-element-caption">The beaut of MPM. Art by Peter Sanitra</figcaption></figure>



<h3 id="mpm" class="wp-block-heading">MPM</h3>



<p class="wp-block-paragraph">One of the most exciting additions in H20.5 was without question the MPM Solver. The <strong>M</strong>aterial<strong>P</strong>oint<strong>M</strong>ethod truly allows you to simulate a wide range of different materials. From water, snow, and sand to honey, metal, and concrete, all within a single Solver setup. The geometry is simply substituted by points or particles, which are then simulated. The different materials interact physically accurate and constraint-free, purely based on their assigned parameters.</p>



<p class="wp-block-paragraph">The initial release was already impressive, but it left users standing somewhat in the simulated rain when asking: <em>“How do I get a proper mesh with UVs?”</em>  That exact issue has now been beautifully solved in H21. Any MPM simulation, whether rigid body or fluid, can now be meshed (as polygons or SDF volumes), including UVs, color, and other attributes, using no more than two nodes. </p>



<p class="wp-block-paragraph">A nice and usefull addition to this workflow is the MPM Debris node, which generates new points along fracture lines as sources for smoke, dirt, or secondary debris effects. So let’s take a look at meshing hard and fluid or granular surfaces across a few setups and scenarios and wrap things up with a creamed cookies drink while watching the official and very excellent MPM demo.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-1 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="492"  sizes="(max-width: 1200px) 100vw, 1200px"  data-id="213874"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_1-1.png?resize=1200%2C492&quality=72&ssl=1"  alt="A 3D modeling interface showcasing a geometric scene with a sphere above a red wireframe box. On the right, a control panel is open displaying attributes related to the geometry, including a node network for adjustments."  class="wp-image-213874" ><figcaption class="wp-element-caption">MPM Configure comes with everything you need for a happy little MPM simulation.</figcaption></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="471"  data-id="213875"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_2.png?resize=1200%2C471&quality=72&ssl=1"  alt="A 3D modeling interface displaying a wireframe vase surrounded by red highlighted objects on a grid background. The right panel features nodes for material and geometry settings in a software environment."  class="wp-image-213875" ><figcaption class="wp-element-caption">Replacing the default collider and source with our own models</figcaption></figure>
</figure>



<h3 id="surfacing-mpm-simulations" class="wp-block-heading">Surfacing MPM Simulations</h3>



<p class="wp-block-paragraph">Testing time! For this test setup, we’ll have a clay ball smash into a vase model, paying close attention to UV transfer and the generation of smaller fragments through the Debris Source. The easiest way to start an MPM simulation is by typing “MPM Configure” into the node search. This gives you a complete set of starter nodes right away. (Under <em>MPM Configure</em>, you’ll also find plenty of additional example setups for study or creative repurposing.) By the way, the MPM container on the far right controls the overall resolution of the entire simulation.</p>



<p class="wp-block-paragraph">We replace the default sphere with our own model and can now assign materials directly inside the mpmSource node and tweak them to our liking. It’s genuinely fun. Feels a bit like a mini-game. Since a concrete material would be more realistic but also quite boring as a vase material, we went with Chunky Snow instead. The environment comes in via an Object Merge directly into the mpmCollider Sop, ready to go.  Our clay ball, the antagonist of this little simulation, isn’t a collider per definition but another mpmSource ready to be smashed, merged with the vase and given its own material behavior, Chunk Soil.</p>



<p class="wp-block-paragraph">To make sure the particles can actually see and “love” each other, we need to enable Particle-Level Collision in the solver. The new Auto Sleep feature helps keep the vase passive until the collision happens, preventing it from collapsing at frame one and saving quite a bit of compute time.</p>



<figure class="wp-block-gallery has-nested-images columns-2 is-cropped wp-block-gallery-2 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_3.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="473"  data-id="213879"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_3.png?resize=1200%2C473&quality=72&ssl=1"  alt="A 3D modeling interface displayed on a computer screen, featuring a green wireframe figure in a virtual space, with a selection of geometry nodes and properties on the right side, indicating a focus on digital design and manipulation."  class="wp-image-213879" ></a><figcaption class="wp-element-caption">Let there be … snow?</figcaption></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_4.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="747"  data-id="213884"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_4.png?resize=1200%2C747&quality=72&ssl=1"  alt="A 3D visualization displaying a cloud of data points in a grid environment. The data points are primarily in grey, with clusters of bright green and red, indicating distinct areas. A sidebar on the right shows a flow chart with labeled nodes, providing additional context."  class="wp-image-213884" ></a><figcaption class="wp-element-caption">What awounderfull mess … and soon mesh.</figcaption></figure>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_sleep.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="638"  sizes="(max-width: 1200px) 100vw, 1200px"  data-id="218079"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_sleep.jpg?resize=1200%2C638&quality=80&ssl=1"  alt="A screenshot of a software interface displaying simulation settings. Options for solver and output adjustments are visible, with highlighted features like &#039;Enable Particle Based Collisions&#039; and &#039;Enable Auto Sleep&#039; indicated by arrows. Horizontal sliders control various parameters."  class="wp-image-218079" ></a><figcaption class="wp-element-caption">To get proper collisions, make sure to enable particle-level collisions.</figcaption></figure>
</figure>



<p class="wp-block-paragraph">Since the clay ball will be meshed as a fluid and granular surface and the vase as a rigid object, we first separate the MPM particles using a Blast node, filtering them by their respective source names.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-4-3 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/Kc3t0Zy2jGU?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption">Hero and antagonist with different colored mpmSources in one Simulation.</figcaption></figure>



<p class="wp-block-paragraph">For surfacing the vase, we use the mpmPostFracture node, which takes the rest-geometry and the MPM particles as input. This node essentially breaks the geometry apart “end to start,” so it needs to be fed the final frame of the simulation. After that, we choose either Voronoi or Boolean Cut as the fracture method. The latter can generate interior details, subtle irregularities on the inner faces of the fracture, that weren’t visible before, and it’s also faster to compute.  We can further control the number of pieces as well as define the minimum fragment size at which new pieces should be generated.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_5-1.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="420"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_5-1.png?resize=1200%2C420&quality=72&ssl=1"  alt="A detailed vase with intricate patterns displayed among several gray rocks on a flat surface. To the right, a user interface is visible, showing a node-based layout for editing parameters, with sliders and options for adjustments."  class="wp-image-213888" ></a><figcaption class="wp-element-caption">UV-ready for destruction with ray-traced glory in Vulkan. Check out those beautiful UVs.</figcaption></figure>



<p class="wp-block-paragraph">The final node in the chain is mpmDeformPieces, which transfers the newly generated fracture geometry onto the MPM particles  and just like that, the vase shards, physically convinced they’re made of snow, go flying through the scene, complete with perfectly intact UVs. For more of a muddy mess, we could have generated a liquid or granular surface instead, but we’ll save that for the clay ball. The result from the Debris Source, which lets you precisely define when and where particles based on fracture are emitted, is then passed into a POP network, including collisions from the vase and background).</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-4-3 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/aWM3P-Gp9FE?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption">Nice working UVs meet Debris Source particles and a snowy-chunky vase.</figcaption></figure>



<p class="wp-block-paragraph">Time to get serious:</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/K3a38UXR-DQ?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption">Smashing time!</figcaption></figure>



<h3 id="continuos-emissions-surface-tension" class="wp-block-heading">Continuos Emissions & Surface Tension</h3>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-4-3 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/I9T00RsDfwM?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption">Layered continuos emission powered by a pop turbulence force</figcaption></figure>



<p class="wp-block-paragraph">With this new option, you can quickly fill containers, simulate expanding materials, or layer different materials on top of each other. The option is located in the mpmource node and spreads new particles apart using positive pressure.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-4.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="576"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-4.png?resize=1200%2C576&quality=72&ssl=1"  alt="A digital 3D model workspace displaying two objects: a large purple, speckled vase-like shape and a smaller spherical shape to its left. On the right, a settings panel is open, showcasing options for geometry adjustments with sliders and parameters."  class="wp-image-221372" ></a><figcaption class="wp-element-caption">The higher the expansion value, the faster the MPM source grows.</figcaption></figure>



<p class="wp-block-paragraph">Let’s take our vase and let a thick, viscous something ooze out of it. A good chance to show how simple MPM can be: if we want things to float inside the fluid, they just need a lower density. A few cubes are generated and assigned a jelly material. Two geometries, two MPM Sources, merged and fed into the solver. That’s all it takes. Just as easily, you can mix different fluids within the same setup. And for a bit more drama, we can dive into the solver and add a POP Wind node with some turbulence.</p>



<p class="wp-block-paragraph">Surface tension allows for realistic effects such as droplets, tendrils, and flowing water. H21 introduces two new ways to control surface tension for both liquid and viscous materials inside the MPM Solver. The Point Based method offers higher accuracy and stability, making it ideal for small and detailed simulations. The Grid Based method, on the other hand, is optimized for performance and handles millions of particles more efficiently, which makes it better suited for large-scale scenes. External forces and friction can be increased if objects keep moving when they shouldn’t. Otherwise, you might end up with a scene straight out of <em>Terminator 2</em>.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="787"  height="552"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/image-20.png?resize=787%2C552&quality=72&ssl=1"  alt="A flowchart illustrating preferences for surface tension methods. At the top, it states &quot;I want Surface Tension.&quot; It branches into options for accuracy and speed, leading to Point Based Surface Tension and Grid Based Surface Tension."  class="wp-image-216863" ><figcaption class="wp-element-caption">Choose your destiny. / SideFX</figcaption></figure>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/cTNOXOFRqoI?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption"><em>Liquid mpm sim with and w/o Surface Tension</em></figcaption></figure>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/9BazotjCaEc?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption"><em>Meshing of MPM Particles as (Neural) Fluidsurface … </em></figcaption></figure>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/uHEOII-kkDY?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption">… or as particles and particle driven instances.</figcaption></figure>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/-XqpzR8AA2c?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption">Breaking Geo > Sim with Jp Attribute > Separated Breakpoints > 2nd Sim Based on Breakpoints</figcaption></figure>



<p class="wp-block-paragraph">To achieve high levels of detail without an unnecessarily large number of simulation points, the new, more precise collision detection allows you to use the fracture edges of a simulation as the source for a targeted secondary simulation. The attribute Jp (Plastic Compression/Stretching) is key here. It can be used to isolate the fractured areas and feed them into a Surfacing node set to VDB mode. This resulting volume can then serve as the source for the second simulation. And don’t forget to use the main simulation result as a collider.</p>



<figure class="wp-block-embed is-type-video is-provider-vimeo wp-block-embed-vimeo wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<span class="gDzLI0CwJMbhXvTZdRE2mQ43Vk5cBpxtN9rjWHfqGyYlsoKu6UP"><iframe title="mpm_collider" src="https://player.vimeo.com/video/1112443940?dnt=1&app_id=122963" width="1200" height="675" frameborder="0" allow="autoplay; fullscreen; picture-in-picture; clipboard-write; encrypted-media; web-share" referrerpolicy="strict-origin-when-cross-origin"></iframe></span>
</div><figcaption class="wp-element-caption">Adding details through 2nd simulation. / SideFX</figcaption></figure>



<p class="wp-block-paragraph">And finally to top it off, the official demo. A detailed breakdown of that beautiful cookie shot.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/50Q25JKBMK8?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption">SideFX</figcaption></figure>



<h3 id="machine-learning-in-dynamics" class="wp-block-heading">Machine Learning in Dynamics</h3>



<p class="wp-block-paragraph">You won’t find any generative AI native in Houdini, but rather a growing collection of smart, locally running models, often trained by yourself, designed to simplify or speed up time-consuming tasks.</p>



<h3 id="surfacing-flip-vellum-particle-simulations" class="wp-block-heading">Surfacing Flip, Vellum & Particle Simulations</h3>



<p class="wp-block-paragraph">Alongside Neural Point Surfacing for MPM, the new Neural Point Surface and proven Particle Fluid Surface nodes now bring neural meshing to FLIP, Vellum, and POP simulations as well. Until now a bunch of points are trying to reconstruct the surface of a material. With neural meshing, you can now achieve much sharper, more detailed surfaces across a both high and low frequencies. The result: surfaces that are no longer uniformly fuzzy, but crisp, structured, and temporally stable. As before, you can train your own models, but even the included presets already produce finer details. And thankfully, the whole thing is GPU-accelerated.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/vfx_ML_neuralpop-2.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="484"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/vfx_ML_neuralpop-2.png?resize=1200%2C484&quality=72&ssl=1"  alt="A computer screen displaying a 3D modeling interface. On the left side, two textured models labeled &#039;Average Position&#039; and &#039;Neural Surface&#039; are shown. The right side features a node graph and adjustable parameters for editing geometry."  class="wp-image-213833" ></a><figcaption class="wp-element-caption">Machine-learning neural-AI particle meshing wonder, now with UV and attribute transfer magic</figcaption></figure>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-7.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="542"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-7.png?resize=1200%2C542&quality=72&ssl=1"  alt="A side-by-side comparison of two 3D rendering techniques. On the left, a grey geometric shape with particle fluid simulation showing volumetric effects. On the right, a similar shape rendered using neural point surface technology, with a stylized appearance."  class="wp-image-224892" ></a><figcaption class="wp-element-caption">More detail at low and high frequencies thanks to Neural Surface / SideFX</figcaption></figure>



<h3 id="volume-upres" class="wp-block-heading">Volume Upres</h3>



<p class="wp-block-paragraph">The core problem behind volume up-resing: for efficiency, artists often create and approve low-resolution simulations. But once the voxeldensity is increased, the overall shape of the sim tends to change. With the new tools, a low-res simulation can now be upscaled while preserving its exact shape. This not only keeps previously approved versions intact, but also allows for far more iterations. A model that’s been trained on a specific motion or behavior can now upscale multiple variations of it.</p>



<p class="wp-block-paragraph">The Billowy Smoke recipe (or shelf tool) comes with a pretrained up-res model already integrated. Let’s start by looking at a comparison between the low-res input simulation and the 3× up-res result.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/gWlaHWtTuqk?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption"><em>Promising results — nice details, but some artifacts remain.</em></figcaption></figure>



<p class="wp-block-paragraph">Details are nicely added, while the overall shape is preserved impressively well. Caching took a bit of time, but it’s still far faster than running a full high-res simulation.  The real idea, however, is that we can now reuse this up-res model for all our future Billowy Smoke setups and honestly, we probably should. So, let’s quickly modify the setup and see if we can break the upscaler.</p>



<p class="wp-block-paragraph">This time, the solver runs at a voxel size of 0.05, using the 2× upscaler. The 3× model didn’t really add more detail, just extra waiting time. For a bit more fun, a Gas Wind with random direction and a collision shape were added.  That collision shape, as it turns out, gives the upscaler a bit of trouble as seen below. </p>



<p class="wp-block-paragraph">But when comparing the up-res result to a true high-res sim, it’s clear that the system is really good at preserving the base form. Doubling the voxel size in the high-res sim, on the other hand, changes the overall shape and eats up a ton of time but stays artifact-free. Or, if you really want perfection, you could just train a model specifically for this type of collision.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/WLbhfoQRFCQ?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption"><em>Naturally, the simulation changes with voxel density. Higher resolution, different behavior.</em></figcaption></figure>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/2n8dwInyjzk?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption"><em>With stronger motion, the up-res process tends to produce more artifacts. To be fair, though, the model wasn’t really trained for that much wind.</em></figcaption></figure>



<p class="wp-block-paragraph">If you want to train your own model, this Equinox Hive talk walks you through every detail:</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/9k2-WcWvQYI?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="zibra-ai-vdb-compression" class="wp-block-heading">Zibra AI VDB compression</h3>



<p class="wp-block-paragraph">With this plugin you can save up to 99 percent of storage space when caching VDB simulations, which makes it perfectly suited for use in real-time engines such as Unreal Engine 5. The Zibra toolset, distributed via SideFX Labs, provides three dedicated nodes. </p>



<p class="wp-block-paragraph">The first, zibravdb_compress, writes and exports .zibravdb files for use in Unreal and similar environments. The second, zibravdb_decompress, brings those files back into Houdini. And finally, zibravdb_filecache acts as a modified File Cache node that automatically handles compression, loading, and decompression for further use inside Houdini.  Before diving in, you’ll need to download the mode<strong>l</strong> and obtain a license, potentially a free personal one if your revenue is below 100 K USD. The license management can be accessed directly from any of the three nodes.</p>



<p class="wp-block-paragraph">For a quick benchmark, I used the Fireball Recipe and cached one regular VDB sequence alongside two Zibra versions with different quality settings. The original VDB sequence weighed 294 MB. The Zibra compression at a quality setting of 0.2 came in at only 5 MB, roughly 98 percent smaller. At a quality setting of 0.9, the result visually matched the original VDB almost perfectly while staying at just 36 MB, around 88 percent less.<br />That insane low file size at 0.2 naturally comes at the cost of lost detail, as visible in the comparison graph below. Still, the results are impressive and they open up the possibility for bringing volumetric simulations into real-time pipelines far more efficiently than before.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/zibra_vs_vdb-1.png?resize=1200%2C675&quality=72&ssl=1"  alt="Three distinct explosion graphics labeled &#039;Zibra 0.9&#039;, &#039;VDB&#039;, and &#039;Zibra 0.2&#039; displayed on a turquoise background. Each explosion has varying intensity and smoke detail, showcasing the differences in simulation quality."  class="wp-image-217145" ><figcaption class="wp-element-caption">Different levels of Zibra compression vs reference VDB.</figcaption></figure>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/9LH73uFi1KE?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="pyro-shelve-tool-presets" class="wp-block-heading">Pyro Shelve Tool Presets</h3>



<p class="wp-block-paragraph">Another way to get artists up to speed faster are production-ready presets, not just educational examples, but tools meant to be customized for your very real projects. Each of them comes with a ready-to-use Solaris network, fully set up for rendering straight out of the box. Even better, the Help section now includes a short guide and exploanation of important Nodes for every preset. </p>



<p class="wp-block-paragraph">SideFX strikes a noticeably new tone here, aiming to flatten the learning curve rather than overwhelming newcomers with endless options (which, to be fair, they still do from time to time). These guides can be found under Documentation → What’s New → Pyro. In this section, we’ll take a closer look at three fundamentally different presets, each showcasing its own approach and creative use case.</p>



<h3 id="stylized-flame" class="wp-block-heading">Stylized Flame</h3>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/videoframe_6382.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/videoframe_6382.png?resize=1200%2C675&quality=72&ssl=1"  alt="An animated orange explosion with splashes of liquid against a black background, creating a dramatic contrast and emphasizing the vibrant colors."  class="wp-image-224931" ></a><figcaption class="wp-element-caption">SideFX</figcaption></figure>



<p class="wp-block-paragraph">With the refined Copernicus toolset, entirely new worlds open up: stylized fire based on a classic Pyro simulation, right inside Houdini. And if needed, even live-rendered in Solaris.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-3 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="817"  data-id="213723"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Pyro_Shelvetool_stylized_b.png?resize=1200%2C817&quality=72&ssl=1"  alt="A 3D simulation of pinkish smoke billowing from the left side, showcased against a digital grid background. On the right, a node editor interface displays a complex flowchart for manipulating the smoke effects, highlighting various parameters and connections."  class="wp-image-213723" ><figcaption class="wp-element-caption">Classic pyro sim as source. The “ToonFX” is created inside a COP(ernicus) node.</figcaption></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="482"  data-id="213719"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Pyro_Shelvetool_stylized_a.png?resize=1200%2C482&quality=72&ssl=1"  alt="A digital workspace showing a brown topographical map on the left, complemented by a complex network of nodes on the right, illustrating a creative design process in a graphical software environment."  class="wp-image-213719" ><figcaption class="wp-element-caption">Temperature and flame fields are separated inside the 2.5D space – or is it 3D after all?</figcaption></figure>
</figure>



<p class="wp-block-paragraph">To put the claim of “easy adaptability” to the test, we took the Pyro Fireball preset and gave it a Toon-style makeover. Adding the VDB field “Flame” inside the solver’s output was all it took to make it work. The output from the Cop node, by the way, can be merged directly into the scene for further Houdini style editing.</p>



		<figure class="wp-block-jetpack-videopress jetpack-videopress-player" style="" >
			<div class="jetpack-videopress-player__wrapper"> <span class="OWwKPIsyqh2NgR0Gz7bBZfXsT1MtHUdwpYI9CvnQc7bq3immyXGCphO8YHMc34Dr1nFfvJ"><iframe title="VideoPress Video Player" aria-label='VideoPress Video Player' width='972' height='1000' src='https://videopress.com/embed/J4cJGTgo?cover=1&autoPlay=0&controls=1&loop=0&muted=0&persistVolume=1&playsinline=0&preloadContent=metadata&useAverageColor=1&hd=0' frameborder='0' allowfullscreen data-resize-to-parent="true" allow='clipboard-write'></iframe><script type="wphb-delay-type" src='https://v0.wordpress.com/js/next/videopress-iframe.js?m=1739540970'></script></span></div>
			<figcaption></figcaption>
			
		</figure>
		


<h3 id="ground-explosion-b" class="wp-block-heading">Ground Explosion B</h3>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/videoframe_1760.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/videoframe_1760.png?resize=1200%2C675&quality=72&ssl=1"  alt="An explosion with a large fireball and billowing smoke rising against a black background, surrounded by fiery debris and orange flames extending outward."  class="wp-image-224926" ></a><figcaption class="wp-element-caption">SideFX</figcaption></figure>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="600"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Pyro_Shelvetool_groundbumm.png?resize=1200%2C600&quality=72&ssl=1"  alt="A realistic 3D rendering of a soft cloud formation on the left, with a dark background featuring a grid. On the right, a network diagram displays interconnected nodes and lines, showcasing a procedural geometry editor interface."  class="wp-image-213809" ><figcaption class="wp-element-caption">Layered Pyro Sim with Render-Ready Solaris network.</figcaption></figure>



<p class="wp-block-paragraph">This shelf tool sets up a sparse pyro simulation featuring a large-scale explosion, smoke trails, and a shockwave. For more control and efficiency, it’s actually made up of <strong>two separate simulations</strong>, layered on top of each other and interacting through their velocity fields.</p>



<h3 id="candle-flame" class="wp-block-heading">Candle Flame </h3>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/videoframe_3612.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/videoframe_3612.png?resize=1200%2C675&quality=72&ssl=1"  alt="A red candle with a flickering flame, featuring wax dripping down its sides, against a dark background. The bright flame contrasts with the smooth red surface of the candle."  class="wp-image-224933" ></a><figcaption class="wp-element-caption">SideFX</figcaption></figure>



<p class="wp-block-paragraph">A candle flame might not be the most exciting thing visually, but it’s one of those Pyro results you end up needing again and again. What makes this preset interesting, though, is the <strong>procedurally modeled candle</strong> that comes with it. Exploring that setup is almost more fun than the Pyro sim itself.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-4 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Pyro_Shelvetool_Candle-3.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="773"  data-id="213707"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Pyro_Shelvetool_Candle-3.png?resize=1200%2C773&quality=72&ssl=1"  alt="A 3D rendering of a fluid-like yellow object with elongated drips on the left side, alongside a detailed, structured flowchart with interconnected nodes in white and blue on a dark background to the right."  class="wp-image-213707" ></a><figcaption class="wp-element-caption">Even the wildly procedural candle model is fully inspectable, though, admittedly, not exactly simple</figcaption></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Pyro_Shelvetool_Candle2.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="883"  data-id="213706"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Pyro_Shelvetool_Candle2.png?resize=1200%2C883&quality=72&ssl=1"  alt="A realistic 3D rendering of a lit candle with wax dripping down its sides, standing on a flat surface. On the right, a tree-like diagram of associated nodes or elements, likely from a digital modeling or animation software."  class="wp-image-213706" ></a><figcaption class="wp-element-caption">Clean and surprisingly straightforward</figcaption></figure>
</figure>



<h3 id="thruster-fx" class="wp-block-heading">Thruster FX</h3>



<p class="wp-block-paragraph">In true H21 fashion and in the spirit of overall efficiency boosts, the new Thruster FX tool makes its debut: a setup designed to create engine and propulsion emissions with ease. It’s not just a new node, but rather a complete Recipe, a preconfigured network of nodes that some might, in hushed tones, simply call “presets.”</p>



<p class="wp-block-paragraph">With a cheerful click on Thruster Exhaust in the Pyro Shelf Tools (or via Configure Thruster in the Tab menu), you’ll get a fully adaptable node tree, including a ready-to-render Solaris network. The effect itself isn’t a simulation but a cleverly layered, art-directable procedural system built around VOP Nodes. Multiple pyrothrusterexhaust nodes are stacked in layers, each responsible for different components like sparks, fire, and plasma. All working together to form a surprisingly easy to use thruster system.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/HlpwOFirPaM?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption">A layered procedural effect without the need to use simulations</figcaption></figure>



<p class="wp-block-paragraph">So, what does it actually look like? And can it really be used straight out of the box, as promised? The short answer: pretty much, yes. The rendering comes surprisingly close to the viewport preview.  To get it running, only a few connections inside the included Solaris network needed to be adjusted. For our small test scene, we did a bit of kitbashing inside Solaris, then added some glow and polish in Fusion.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/NF1zQjShrjY?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption">The finished thruster. See how easy this is ? </figcaption></figure>



<p class="wp-block-paragraph">Let’s take a closer look at the node, both from the outside and under the hood. The node expects a primitive as input, and a simple circle usually does the trick. It outputs both particles and a volume containing density and temperature fields. In the General tab, you can control speed, length, and the overall shape via a spline ramp. The Exhaust section handles the color ramp and lets you tweak the underlying noise pattern, which has a strong impact on the overall form. Under the hood, the node generates a VDB from Polygon, then modifies the result with a Volume VOP and a Volume Adjust Fog node.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/custom.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="561"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/custom.png?resize=1200%2C561&quality=72&ssl=1"  alt="A software interface displaying a 3D simulation scene on the left, featuring glowing blue particles and scattered rocks, with a node graph on the right showcasing geometry settings and animation parameters."  class="wp-image-216801" ></a><figcaption class="wp-element-caption">Custom Thruster via Ramp und CopytoPoints</figcaption></figure>



<p class="wp-block-paragraph">As part of the ongoing effort to simplify things and lower the learning curve, SideFX has also released a good and detailed tutorial mini series: s<a href="https://www.sidefx.com/tutorials/how-to-create-thruster-fx" target="_blank" rel="noopener" title="">idefx.com/tutorials/how-to-create-thruster-fx</a></p>



<h3 id="car-destruction-fx" class="wp-block-heading">Car Destruction FX</h3>



<figure class="wp-block-embed is-type-video is-provider-vimeo wp-block-embed-vimeo wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<span class="BxvJefXnGu1KMbzkq8hsUN4l27y6AOcCgmi0S"><iframe title="caRBD Dual-car Collision" src="https://player.vimeo.com/video/1111808816?dnt=1&app_id=122963" width="1200" height="675" frameborder="0" allow="autoplay; fullscreen; picture-in-picture; clipboard-write; encrypted-media; web-share" referrerpolicy="strict-origin-when-cross-origin"></iframe></span>
</div><figcaption class="wp-element-caption">SideFX</figcaption></figure>



<p class="wp-block-paragraph">So that we can also crash the rigs built with the Car Rig SOP introduced in H20.5, Houdini 21 brings us the new Car Destruction Tools, led by the mighty RBD Car Fracture SOP, supported by the RBD Car Transform SOP. The first one takes care of fracturing and constraint creation, automatically handling the typical materials you’d expect in a vehicle: glass, metal, wood, and rubber. The RBD Car Transform SOP, similar to Transform Pieces, ensures that all pre-fractured parts are efficiently transformed based on the simulation points. You’re not limited to cars, by the way. Anything that follows the same basic logic can be blown apart. From motorcycles to helicopters, it all breaks just fine.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-2.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="514"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-2.png?resize=1200%2C514&quality=72&ssl=1"  alt="A 3D modeling software interface displays a wireframe model of a car, with color-coded geometry manipulation tools and nodes shown for texture adjustments, alongside various settings and parameters on the right. The background is a light blue grid."  class="wp-image-220986" ></a><figcaption class="wp-element-caption">The RBD Car Fracture SOP handles the dirty work — assigning materials, fracturing them, and wiring up the constraints.</figcaption></figure>



<p class="wp-block-paragraph">Destruction-hungry artists will find a detailed yet easy-to-follow example scene in the SideFX Content Library, the same visuals you might recognize from the keynote: <a href="https://www.sidefx.com/contentlibrary/carbd-dual-car-collision/" target="_blank" rel="noopener" title="">sidefx.com/carbd-dual-car-collision/</a>. A fitting go-through video can be found here:</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/aiRL_0sz1zw?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="geometry-viewport-and-other-tasty-qol" class="wp-block-heading">Geometry, Viewport and other tasty QoL</h3>



<p class="wp-block-paragraph">Coming from its deep VFX roots, Houdini has taken quite a journey to establish its own distinct style of procedural modeling. With H21, that journey continues, extending existing nodes and adding a few genuinely useful new ones along the way. This time, even the viewport got some well-deserved love, now powered by Vulkan and capable of loading Gaussian Splats directly.</p>



<h3 id="sculpting-in-time" class="wp-block-heading">Sculpting in Time </h3>



<p class="wp-block-paragraph">The Sculpt SOP, introduced in H20.5 and (surprisingly) quite useful, now gets a genuinely groundbreaking new feature called Shot Sculpting allowing time-based, keyframe-free sculpting.  Originally intended as a correction tool for character animation, the node turns out to be just as handy for VFX and motion design work.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/JApD1NgjNjM?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph">Temporal control is handled through the Shot Sculpt panel, which at first glance looks a lot like an NLE timeline and, in principle, works much the same way. Sculpting can be organized into layers that can be offset in time, faded in and out (complete with easing), muted, or adjusted in opacity. Alternatively, you can use mask_track to paint time-based attributes, which can then be passed downstream and used in other nodes, for an obvious example, as masks.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/oyjc61W8GK0?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph">Otherwise, the same rules apply as for the regular Sculpt SOP, whose updates we’ll take a look at next. In line with the new Shot Sculpting feature, the mask system has been reworked. Masks can still be painted manually, but can now also be loaded from an upstream float attribute, saved permanently, and blurred or sharpened as needed.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="610"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/model_sculpt_masks.png?resize=1200%2C610&quality=72&ssl=1"  alt="A 3D modeling software interface displaying a stylized green and gray face sculpture on the left, with various modeling tools and parameters visible. The right panel shows geometry parameters with adjustable settings."  class="wp-image-219441" ><figcaption class="wp-element-caption">Two Adjust Float nodes generate low- and high-frequency noise attributes — both can be loaded directly as mask inputs (shown in green) inside the Sculpt SOP.</figcaption></figure>



<p class="wp-block-paragraph">There are also new brushes. My personal highlight, the Elastic Grab brush:</p>



		<figure class="wp-block-jetpack-videopress jetpack-videopress-player" style="" >
			<div class="jetpack-videopress-player__wrapper"> <span class="HwKD1SxHqMaYhEMh134iFtmmoJFOjLEcPZWrDZNsIA2C5y3cleX8yGQPv9G8LRqOgb"><iframe title="VideoPress Video Player" aria-label='VideoPress Video Player' width='1000' height='1000' src='https://videopress.com/embed/9MXhFAqa?cover=1&autoPlay=0&controls=1&loop=0&muted=0&persistVolume=1&playsinline=0&preloadContent=metadata&useAverageColor=1&hd=0' frameborder='0' allowfullscreen data-resize-to-parent="true" allow='clipboard-write'></iframe><script type="wphb-delay-type" src='https://v0.wordpress.com/js/next/videopress-iframe.js?m=1739540970'></script></span></div>
			<figcaption>Elastic Grab / SideFX</figcaption>
			
		</figure>
		


<p class="wp-block-paragraph">Of course, the complexity and depth of ZBrush remain unmatched, but for many tasks, artists can now comfortably stay right inside Houdini.</p>



<h3 id="geometry-masks" class="wp-block-heading">Geometry Masks</h3>



<p class="wp-block-paragraph">There are also updates when it comes to masking. Several well-known nodes now include a Mask parameter, allowing the effect to be restricted to a painted or procedurally generated mask. Among them: Peak SOP, Soft Peak SOP, Inflate SOP, Flatten SOP, and Point Jitter SOP.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="506"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/masks-1.png?resize=1200%2C506&quality=72&ssl=1"  alt="A 3D modeling interface displaying two bear figures. The left bear is rendered with a colorful texture overlay, while the right bear is shown in a wireframe format. The interface on the right includes node-based geometry options for adjustments."  class="wp-image-217139" ><figcaption class="wp-element-caption">Thick leg thanks to a painted mask affecting a Peak Node.</figcaption></figure>



<h3 id="uv-flatten-from-points" class="wp-block-heading">UV Flatten from Points</h3>



<p class="wp-block-paragraph">The latest addition to Houdini’s already powerful UV toolset could just as well be called “UV from Voronoi” since that’s exactly what it’s based on. The node distributes random or precisely placed points across the surface and uses them to calculate clean, non-overlapping UVs. It’s primarily designed for complex, high-resolution meshes, where traditional unwrapping tends to get messy fast.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-5 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/model_uv_A.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="504"  data-id="220881"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/model_uv_A.jpg?resize=1200%2C504&quality=80&ssl=1"  alt="A 3D modeling interface displaying a mesh object resembling irregular shards on the left, and a sculpted organic shape on the right. The screen also shows a node-based editor with several operations connected, indicating active manipulation of the model."  class="wp-image-220881" ></a><figcaption class="wp-element-caption">Voronoi-like UV distribution using a (random) Scatter node.</figcaption></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/model_uv_B.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="545"  data-id="220882"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/model_uv_B.jpg?resize=1200%2C545&quality=80&ssl=1"  alt="A 3D modeling software interface displaying a wireframe turtle model on the left side, with a grid background. On the right side, a node-based programming interface shows the structure for the turtle model with connections and parameters."  class="wp-image-220882" ></a><figcaption class="wp-element-caption"><strong>Alternatively, the UV clusters can be output as an edge group.</strong></figcaption></figure>
</figure>



<h3 id="vulkan-viewport" class="wp-block-heading">Vulkan Viewport</h3>



<p class="wp-block-paragraph">Now enabled by default, the new Vulkan 3D viewport offers noticeably improved lighting, Ambient Occlusion, shading and ray tracing with built-in denoising, and a more accurate texture display though performance can take a hit if you push it too far.  New worklights including a fully adjustable Dome Light, Physical Sky, and Three-Point Light setup now serve as the default viewport lighting.</p>



<p class="wp-block-paragraph">Looking toward the future, the viewport can now display Gaussian Splats directly. Since splats are essentially just point clouds, and Houdini is fundamentally point-based, this opens up a rather promising combination. The .ply file can simply be loaded via a File SOP and passed into a Bake Splat SOP for further processing. From there, you can treat and manipulate the splats just like any other geometry using the usual SOP tools. More on rendering those Splats in the upcoming section on Solaris & Karma.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-6 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="567"  data-id="219892"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/gsplat_a.jpg?resize=1200%2C567&quality=80&ssl=1"  alt="A 3D modeling software interface displaying a textured cactus in a decorative pot on the left. On the right, a file explorer shows the selected cactus file with details, including file name and size."  class="wp-image-219892" ><figcaption class="wp-element-caption">Hi-Res GSplat from 3D Scan Studio iris</figcaption></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="706"  data-id="219891"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/gsplat_b.jpg?resize=1200%2C706&quality=80&ssl=1"  alt="A 3D-rendered image of a cactus in a decorative pot, shown on the left side of a digital workspace. On the right side, a user interface displays nodes related to the cactus model&#039;s geometry."  class="wp-image-219891" ><figcaption class="wp-element-caption">Direct point-based editing of Gaussian Splats</figcaption></figure>
</figure>



<h3 id="curve-tools" class="wp-block-heading">Curve Tools</h3>



<p class="wp-block-paragraph">The new Extract Contours SOP can generate object outlines from a camera’s perspective either directly as edges or as an edge group. Quite handy for toon-style effects.</p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-7 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/model_contour.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="479"  data-id="219451"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/model_contour.png?resize=1200%2C479&quality=72&ssl=1"  alt="A 3D modeling interface displaying a geometric wireframe of a dog&#039;s head on the left side, with a red background. On the right side, there are settings for geometry transformations, showing options for adjusting parameters."  class="wp-image-219451" ></a><figcaption class="wp-element-caption">World’s most famous pighead now with contourlines.</figcaption></figure>
</figure>



<p class="wp-block-paragraph">The well-known Curve SOP now allows you to interactively split points into branches (with unique vertex numbers) or fuse them back together.</p>



<h3 id="unsubdivide" class="wp-block-heading">Unsubdivide</h3>



<p class="wp-block-paragraph">If things ever get a bit too much, this node can reconstruct a low-res input geometry based on Catmull-Clark.</p>



		<figure class="wp-block-jetpack-videopress jetpack-videopress-player" style="" >
			<div class="jetpack-videopress-player__wrapper"> <span class="8OjaGCDfrU5EJnFHmxl301oV4WAtpqYsvTRcKh7Z"><iframe title="VideoPress Video Player" aria-label='VideoPress Video Player' width='925' height='1000' src='https://videopress.com/embed/2rR0tPuf?cover=1&autoPlay=0&controls=1&loop=0&muted=0&persistVolume=1&playsinline=0&preloadContent=metadata&useAverageColor=1&hd=0' frameborder='0' allowfullscreen data-resize-to-parent="true" allow='clipboard-write'></iframe><script type="wphb-delay-type" src='https://v0.wordpress.com/js/next/videopress-iframe.js?m=1739540970'></script></span></div>
			<figcaption>Unsubdivide … unsubdivides / SideFX</figcaption>
			
		</figure>
		


<h3 id="conclusion-after-some-bottles-of-vfx" class="wp-block-heading">Conclusion after some bottles of VFX</h3>



<p class="wp-block-paragraph">Even though the stated (and achieved) goal of H21 was mainly polishing existing systems and adding plenty of quality-of-life improvements, it still manages to sneak in a massive load of new features along the way. And we’ve only scratched the surface here. Deep dives on Copernicus, Solaris, Karma, Rigging, and Animation are already in the works.</p>



<p class="wp-block-paragraph">What’s also refreshing is the ongoing effort to flatten the learning curve through better documentation, tons of in-house tutorials, and solid example files in the Content Library. Many things have become easier  or let’s say, more accessible, without losing depth, at least for those who want to go there. As always, most nodes can still be cracked open and modified at their core. Nice one, SideFX.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/11/17/houdini-21-like-good-wine-part1-vfx-geo/">Houdini 21: Like good wine (Part1,  VFX & Geo)</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/manuelkotulla/">Manuel Kotulla</a>. </p></div>]]></content:encoded>
					
		
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		<title>Achoo-Free Effects: &#8220;3D Dust &#038; Pollen Free&#8221; for After Effects</title>
		<link>https://digitalproduction.com/2025/05/06/achoo-free-effects-3d-dust-pollen-free-for-after-effects/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 06 May 2025 08:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D Dust & Pollen Free]]></category>
		<category><![CDATA[After Effects preset]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Compositing]]></category>
		<category><![CDATA[Filmmaking]]></category>
		<category><![CDATA[Free AE tools]]></category>
		<category><![CDATA[Motion Graphics]]></category>
		<category><![CDATA[particle simulation]]></category>
		<category><![CDATA[post-production]]></category>
		<category><![CDATA[VFX]]></category>
		<category><![CDATA[Visual Effects]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=165797</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/12-FREE-Floating-Dust-_-Pollen-_-Bokeh-Effect-After-Effects-YouTube-0-8-51.jpeg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="Editing software interface showing a dark background" /></div><div><p>New free preset "3D Dust &#038; Pollen Free" for After Effects simulates pollen, dust, spores, dander and other floating irritants – without triggering allergies.</p>
<p>The post <a href="https://digitalproduction.com/2025/05/06/achoo-free-effects-3d-dust-pollen-free-for-after-effects/">Achoo-Free Effects: “3D Dust & Pollen Free” for After Effects</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/12-FREE-Floating-Dust-_-Pollen-_-Bokeh-Effect-After-Effects-YouTube-0-8-51.jpeg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="Editing software interface showing a dark background" /></div><div><script type='application/json' class='__iawmlf-post-loop-links'>[{"id":1685,"href":"https:\/\/www.creationeffects.com","archived_href":"http:\/\/web-wp.archive.org\/web\/20251130054131\/https:\/\/www.creationeffects.com\/","redirect_href":"","checks":[{"date":"2025-12-27 20:51:37","http_code":200},{"date":"2026-01-08 11:05:12","http_code":200},{"date":"2026-01-21 19:54:52","http_code":200},{"date":"2026-01-26 13:14:24","http_code":200},{"date":"2026-01-31 15:00:38","http_code":200},{"date":"2026-02-10 17:12:11","http_code":200},{"date":"2026-02-18 12:25:14","http_code":503},{"date":"2026-03-03 18:48:12","http_code":200},{"date":"2026-03-21 13:09:15","http_code":200},{"date":"2026-03-31 06:42:56","http_code":200},{"date":"2026-04-10 03:58:40","http_code":200},{"date":"2026-04-13 07:05:24","http_code":200},{"date":"2026-04-16 18:14:50","http_code":200},{"date":"2026-04-24 09:14:18","http_code":502},{"date":"2026-05-05 08:33:13","http_code":200}],"broken":false,"last_checked":{"date":"2026-05-05 08:33:13","http_code":200},"process":"done"},{"id":1686,"href":"https:\/\/www.creationeffects.com\/free\/free-preset-dust-pollen","archived_href":"http:\/\/web-wp.archive.org\/web\/20250814010659\/https:\/\/www.creationeffects.com\/free\/free-preset-dust-pollen","redirect_href":"","checks":[{"date":"2025-12-27 20:51:40","http_code":200},{"date":"2026-01-08 11:05:11","http_code":200},{"date":"2026-01-21 19:54:53","http_code":200},{"date":"2026-01-26 13:14:23","http_code":200},{"date":"2026-01-31 15:00:38","http_code":200},{"date":"2026-02-10 17:12:11","http_code":200},{"date":"2026-02-18 12:25:13","http_code":200},{"date":"2026-03-03 18:48:12","http_code":200},{"date":"2026-03-21 13:09:14","http_code":200},{"date":"2026-03-31 06:42:49","http_code":200},{"date":"2026-04-10 03:58:40","http_code":200},{"date":"2026-04-13 07:05:24","http_code":200},{"date":"2026-04-16 18:14:50","http_code":200},{"date":"2026-04-24 09:14:20","http_code":200},{"date":"2026-05-05 08:33:13","http_code":200}],"broken":false,"last_checked":{"date":"2026-05-05 08:33:13","http_code":200},"process":"done"}]</script>
<p class="wp-block-paragraph"><a href="https://www.creationeffects.com/">Creation Effects </a>kindly hands over a cure for digital hayfever: <a href="https://www.creationeffects.com/free/free-preset-dust-pollen">3D Dust & Pollen Free</a>, a free After Effects preset. Designed to generate realistic simulations of airborne annoyances — including dust, pollen, spores, dander and similar floaty bits — this preset saves artists from turning their studio desks into sneeze zones. For those already suffering IRL, this tool safely limits the pollen load to your pixels only.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/Ia_Z8xE8QHo?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h4 id="technical-details-what-you-actually-get" class="wp-block-heading">Technical Details: What You Actually Get</h4>



<p class="wp-block-paragraph">The preset is fully compatible with Adobe After Effects and relies on <em>native AE tools</em> for all its magic. That means no third-party plugins are required, making it a simple and clean drop-in solution for motion graphics artists and VFX compositors. It uses expressions to drive a particle simulation and is described as working best when applied to 3D null objects (an invisible helper object used in After Effects to control other layers).</p>



<p class="wp-block-paragraph">The generated particles simulate motion in three-dimensional space, giving you floating flecks that behave like airborne allergens – only this time, you don’t need tissues. According to Toolfarm, the particles are controllable in terms of amount, speed, and randomness, ensuring that users can easily adjust the intensity of the effect from gentle spring breeze to full-blown attic dust storm.</p>



<p class="wp-block-paragraph">Because the preset is expression-driven and uses only AE’s native features, it promises stability across After Effects versions, assuming your own version supports expressions properly — a relief for anyone who’s ever crashed AE five minutes before deadline. (Not that we know that feeling. At all.)</p>



<h4 id="free-but-with-a-particle-storm-warning" class="wp-block-heading">Free, But With a Particle Storm Warning</h4>



<p class="wp-block-paragraph">As you might have guessed from the name, the preset is absolutely free of charge. You can grab it directly via <a href="https://www.creationeffects.com/free/free-preset-dust-pollen">Creation Effects news post</a>. Pricing can’t get any better than “zero dollars,” but, as always with freebies, production artists should vet the preset thoroughly in their environment before using it in client projects or larger pipeline integrations. Always better to sneeze at test renders than client feedback rounds. Because 3D Dust & Pollen Free leans entirely on After Effects’ built-in toolkit, it’s relatively lightweight and shouldn’t introduce system instability — at least not beyond AE’s usual Monday morning mood swings. </p><p>The post <a href="https://digitalproduction.com/2025/05/06/achoo-free-effects-3d-dust-pollen-free-for-after-effects/">Achoo-Free Effects: “3D Dust & Pollen Free” for After Effects</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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<post-id xmlns="com-wordpress:feed-additions:1">165797</post-id>	</item>
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		<title>Marine-Snow-Simulation in Houdini</title>
		<link>https://digitalproduction.com/2025/05/02/houdini-marine-snow-workshop-particle-simulation/</link>
		
		<dc:creator><![CDATA[Thomas Schlick]]></dc:creator>
		<pubDate>Fri, 02 May 2025 10:00:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[deep sea VFX techniques]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[Houdini marine life Simulation]]></category>
		<category><![CDATA[Houdini marine snow tutorial]]></category>
		<category><![CDATA[Houdini underwater particle effects]]></category>
		<category><![CDATA[marine detritus VFX]]></category>
		<category><![CDATA[marine ecosystem VFX]]></category>
		<category><![CDATA[marine snow]]></category>
		<category><![CDATA[marine snow simulation Houdini]]></category>
		<category><![CDATA[Ocean dandruff]]></category>
		<category><![CDATA[ocean FX workshop Houdini]]></category>
		<category><![CDATA[particle simulation]]></category>
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		<category><![CDATA[simulating microfauna in Houdini]]></category>
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		<category><![CDATA[visualizing biological drift Houdini]]></category>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/04/youtube-video-gif.gif?fit=720%2C270&ssl=1" width="720" height="270" title="" alt="" /></div><div><p>Join our workshop and discover how to simulate marine snow and oceanic particles for VFX - Master underwater simulations, ocean effects, and particle-based systems. Perfect for VFX artists and anybody who tripped over the phrase "Ocean dandruff".</p>
<p>The post <a href="https://digitalproduction.com/2025/05/02/houdini-marine-snow-workshop-particle-simulation/">Marine-Snow-Simulation in Houdini</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/thomasschlick/">Thomas Schlick</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/04/youtube-video-gif.gif?fit=720%2C270&ssl=1" width="720" height="270" title="" alt="" /></div><div><script type='application/json' class='__iawmlf-post-loop-links'>[{"id":1696,"href":"https:\/\/en.wikipedia.org\/wiki\/Marine_snow","archived_href":"http:\/\/web-wp.archive.org\/web\/20251117025142\/https:\/\/en.wikipedia.org\/wiki\/Marine_snow","redirect_href":"","checks":[{"date":"2025-12-27 20:52:56","http_code":200},{"date":"2026-01-01 11:27:01","http_code":200},{"date":"2026-01-15 15:37:28","http_code":200},{"date":"2026-01-21 17:20:11","http_code":200},{"date":"2026-01-30 07:47:22","http_code":200},{"date":"2026-02-02 14:57:44","http_code":200},{"date":"2026-02-15 15:42:03","http_code":200},{"date":"2026-02-19 22:55:34","http_code":200},{"date":"2026-02-28 05:25:12","http_code":429},{"date":"2026-03-11 18:25:40","http_code":200},{"date":"2026-03-15 08:32:25","http_code":200},{"date":"2026-03-24 17:25:14","http_code":200},{"date":"2026-04-07 19:28:04","http_code":200},{"date":"2026-04-14 14:14:57","http_code":200},{"date":"2026-04-23 11:53:51","http_code":404},{"date":"2026-04-28 07:40:57","http_code":200}],"broken":false,"last_checked":{"date":"2026-04-28 07:40:57","http_code":200},"process":"done"},{"id":1697,"href":"https:\/\/fmx.de\/en\/about\/fmx-2024\/program\/detail\/event\/28820","archived_href":"","redirect_href":"","checks":[],"broken":false,"last_checked":null,"process":"done"},{"id":1698,"href":"https:\/\/www.facebook.com\/OceanExplorationResearch\/videos\/marine-snow\/487998737099097","archived_href":"","redirect_href":"","checks":[],"broken":false,"last_checked":null,"process":"done"},{"id":1699,"href":"https:\/\/oceanexplorer.noaa.gov\/news\/exploration-extras\/24-national-ocean-month\/welcome.html#water-column","archived_href":"http:\/\/web-wp.archive.org\/web\/20250829121754\/https:\/\/oceanexplorer.noaa.gov\/news\/exploration-extras\/24-national-ocean-month\/welcome.html","redirect_href":"","checks":[{"date":"2025-12-27 20:53:00","http_code":200},{"date":"2026-01-15 15:37:32","http_code":200},{"date":"2026-02-02 14:57:57","http_code":200},{"date":"2026-02-15 15:42:08","http_code":200},{"date":"2026-02-19 22:55:37","http_code":200},{"date":"2026-02-28 05:25:15","http_code":200},{"date":"2026-03-11 18:25:56","http_code":200},{"date":"2026-03-15 08:32:35","http_code":200},{"date":"2026-03-24 17:25:28","http_code":200},{"date":"2026-04-14 14:15:13","http_code":200},{"date":"2026-04-23 11:54:02","http_code":200},{"date":"2026-04-28 07:41:12","http_code":200}],"broken":false,"last_checked":{"date":"2026-04-28 07:41:12","http_code":200},"process":"done"},{"id":1700,"href":"https:\/\/upload.wikimedia.org\/wikipedia\/commons\/thumb\/a\/ae\/Stokes_sphere.svg\/1920px-Stokes_sphere.svg.png","archived_href":"","redirect_href":"","checks":[],"broken":false,"last_checked":null,"process":"done"},{"id":1701,"href":"https:\/\/en.wikipedia.org\/wiki\/Stokes%27_law","archived_href":"http:\/\/web-wp.archive.org\/web\/20251101224842\/https:\/\/en.wikipedia.org\/wiki\/Stokes%27_law","redirect_href":"","checks":[{"date":"2025-12-27 20:53:02","http_code":200}],"broken":false,"last_checked":{"date":"2025-12-27 20:53:02","http_code":200},"process":"done"},{"id":1702,"href":"https:\/\/en.wikipedia.org\/wiki\/Inverse-square_law","archived_href":"http:\/\/web-wp.archive.org\/web\/20251211215208\/https:\/\/en.wikipedia.org\/wiki\/Inverse-square_law","redirect_href":"","checks":[{"date":"2025-12-27 20:53:03","http_code":200}],"broken":false,"last_checked":{"date":"2025-12-27 20:53:03","http_code":200},"process":"done"},{"id":1703,"href":"https:\/\/en.wikipedia.org\/wiki\/Lennard-Jones_potential","archived_href":"http:\/\/web-wp.archive.org\/web\/20251205002428\/https:\/\/en.wikipedia.org\/wiki\/Lennard-Jones_potential","redirect_href":"","checks":[{"date":"2025-12-27 20:53:04","http_code":200},{"date":"2026-01-13 08:03:40","http_code":200}],"broken":false,"last_checked":{"date":"2026-01-13 08:03:40","http_code":200},"process":"done"}]</script>
<p class="wp-block-paragraph">There is always a greater or lesser deposition of organic and inorganic substances in our oceans. This includes, for example, the calcium carbonate shells of diatoms, dead plankton and everything that marine life emits. This continuous shower of material is called <a href="https://en.wikipedia.org/wiki/Marine_snow">marine snow, or ocean dandruff.</a></p>


<div class="wp-block-image">
<figure class="alignleft size-large is-resized cnvs-block-core-image-1745411495353"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/04/image-17.png?quality=72&ssl=1"><img data-recalc-dims="1" height="1080" width="906"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/04/image-17.png?resize=906%2C1080&quality=72&ssl=1"  alt=""  class="wp-image-165538"  style="aspect-ratio:0.8388914794598202;object-fit:cover;width:250px" ></a></figure>
</div>


<p class="wp-block-paragraph">The idea of writing a VEX programme for Houdini that simulates the movement of marine snow in the ocean came to me during an <a href="https://fmx.de/en/about/fmx-2024/program/detail/event/28820">exciting presentation at FMX 2024 in Stuttgart</a>. Weta had presented just such a model there, but without going into details or even revealing anything about the code. In the end, it was only clear that the script runs in Houdini.</p>



<p class="wp-block-paragraph">I have programming experience, but hardly in the simulation area and mainly in Python. So far I had mainly written batch tools, i.e. programmes that execute repetitive processes, e.g. creating shaders, importing assets, etc. The Marine Snow project seemed manageable to me and a good start to do something in the simulation area. So, let’s dive in! </p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/ymdDz0A8E1c?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h2 id="every-beginning-is-difficult" class="wp-block-heading"><strong>Every beginning is difficult</strong></h2>



<p class="wp-block-paragraph">Ultimately, the big question is always how and where do you start? Apart from the slowly fading memory of the Weta lecture, I had almost no clues as to how the movement of particles could be represented in a physically plausible way. The fact that the simulation was to run in Houdini’s POP solver was almost all I knew at that point. At least the POP system provides a number of ready-made nodes that can be used to transfer forces to particles. Probably the most common example of such a force is gravity, which can be represented with a POP Force DOP. This was once an idea, but it quickly became apparent that POP Force is not flexible enough. Some things can only be solved properly using a script.</p>



<p class="wp-block-paragraph">So I started by looking for references. What video material was available from which the basic features of the movement or patterns could possibly be derived? Research also involves reading scientific papers. Even if you don’t understand the maths or only have a rudimentary understanding of it, you can often find valuable approaches in the accompanying texts and descriptions. There was film footage of Marine Snow, but no papers that would have helped me. (<a href="https://www.facebook.com/OceanExplorationResearch/videos/marine-snow/487998737099097/">Here is a link to a video from NOAA</a>, showing a red squid on the ocean, in a “storm” of marine snow. <a href="https://oceanexplorer.noaa.gov/news/exploration-extras/24-national-ocean-month/welcome.html#water-column">Have a look at the other results from this Expedition, it is amazing and as usual with Deep Sea Science, quite alien.</a> ).</p>



<figure class="wp-block-embed is-type-rich is-provider-embed-handler wp-block-embed-embed-handler"><div class="wp-block-embed__wrapper">
<div class="fb-video" data-allowfullscreen="true" data-href="https://www.facebook.com/OceanExplorationResearch/videos/487998737099097" style="background-color: #fff; display: inline-block;"></div>
</div></figure>



<p class="wp-block-paragraph">The number of hits for videos was manageable, but sufficient to formulate some assumptions.</p>



<ol start="1" class="wp-block-list">
<li>There are two determining forces: gravity and buoyancy.</li>



<li>The wave motion at the surface amplifies the cyclical up and down motion.</li>



<li>The particles have different sizes and densities, which influences the buoyancy.</li>



<li>New particles are constantly formed and enter the system. Other particles are deposited on the seabed and are thus removed from the system.</li>



<li>The particles are in a medium with a certain viscosity (water).</li>



<li>Turbulent currents cause swirls and sideways movements.</li>
</ol>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/04/marinesnow_basicforces-2.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="552"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/04/marinesnow_basicforces-2.jpg?resize=1200%2C552&quality=80&ssl=1"  alt=""  class="wp-image-165633" ></a></figure>



<p class="wp-block-paragraph">So how do we get started? What factors should you take into account and what can you try to formulate later? I found it easiest to simulate the forces mentioned in point 1, i.e. the interplay between gravity and buoyancy. Many people will probably remember the formula below from their school days, as it is one of the fundamental equations of Newtonian physics:</p>



<pre class="wp-block-code"><code>F = m * a</code></pre>



<p class="wp-block-paragraph">The force acting on a particle is the product of its mass and acceleration. For the force of attraction (“gravitation”), acceleration is a constant that is characteristic of every body. Here, on Earth, the constant is not called a, but g and has a value of around 9.81 m/s<sup>2</sup>. In physics, the mass is given in [kg]. The force is therefore a compound unit and is called Newton [N].</p>



<pre class="wp-block-code"><code>(1) gravity = particle mass in kg * 9.81 m/s<sup>2</sup></code></pre>



<p class="wp-block-paragraph">The equation may seem trivial, but it is of great importance for a script because it already represents a calculation rule. For the buoyancy, however, I had to use the search engine I trust and it spit out Archimedes’ law of buoyancy.</p>



<pre class="wp-block-code"><code>(2) buoyancy = density of water * particle volume * 9.81 m/s<sup>2</sup></code></pre>



<p class="wp-block-paragraph">The factor 9.81 again corresponds to g from the gravitational force. The particle volume can be approximated as a sphere. For a sphere, a collection of formulae says that the</p>



<pre class="wp-block-code"><code>(3) particle volume = 4/3 * PI * particle radius<sup>3</sup></code></pre>



<p class="wp-block-paragraph">The particle mass can now also be derived:</p>



<pre class="wp-block-code"><code>(4) particle mass = density of the particle * particle volume</code></pre>



<p class="wp-block-paragraph">Before we can start calculating the forces, we first need particles. This is done using a small standard mesh that generates points in a cuboid. These particles in turn are sent to a POP solver, inside which a POP Wrangle performs the necessary calculations. In addition to the POP Wrangle, the interior of the solver also contains a POP Kill Node. A complete description of the network can be found here.<a href="#pop">(→ see POP Up</a>)</p>



<p class="wp-block-paragraph">It is also important to define start values. Their size and dimension ultimately determine the behaviour of the particles just as much as the calculations themselves.</p>



<pre class="wp-block-code"><code>// Initial variables
float g = 9.81; // Gravitational acceleration in m/s^2
float radius_p = 0.005; // Particle radius in m
float rho_p = 1050.0; // Particle density in kg/m^3
float rho_f = 1030.0; // Fluid density in kg/m^3, e.g. water</code></pre>



<p class="wp-block-paragraph">To begin with, the script should determine the particle volume and mass, as these values are then used in the formulae. Equations (3) and (4) therefore result in</p>



<pre class="wp-block-code"><code>// Intitial calculations
float volume_p = (4.0 / 3.0) * M_PI * pow(radius_p, 3);
float mass_p = rho_p * volume_p;</code></pre>



<p class="wp-block-paragraph">The constant M_PI<strong> </strong>is the circle number, which is predefined in VEX with sufficient accuracy.</p>



<p class="wp-block-paragraph">Both forces, i.e. gravity (gravity_force) and buoyancy (buoyancy_force), are vectors, but they only act in the Y direction. Gravity always acts downwards towards the centre of mass, while buoyancy counteracts this force. A standard vector in VEX consists of three components, which here represent the XYZ coordinates.</p>



<pre class="wp-block-code"><code>// Calculate force components
vector gravity_force = mass_p * set(0, -g, 0);
vector bouyancy_force = set(0, (rho_f * volume_p - mass_p) * g, 0);</code></pre>



<p class="wp-block-paragraph">This corresponds to the formulae defined at the beginning with one small exception. With buoyancy_force, the mass is again subtracted in the brackets to obtain the net buoyancy force. This is particularly relevant if a particle’s density is greater than the density of the liquid. This simulates sinking, as the weight force is greater than the buoyancy.</p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/05/02/houdini-marine-snow-workshop-particle-simulation/">Marine-Snow-Simulation in Houdini</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/thomasschlick/">Thomas Schlick</a>. </p></div>]]></content:encoded>
					
		
		
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		<title>We Hunt Giants</title>
		<link>https://digitalproduction.com/2023/10/03/we-hunt-giants-rexy-and-the-strong-men/</link>
		
		<dc:creator><![CDATA[Andreas Feix]]></dc:creator>
		<pubDate>Tue, 03 Oct 2023 07:51:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[3D pre-visualization]]></category>
		<category><![CDATA[Andreas Feix VFX]]></category>
		<category><![CDATA[Autodesk 3ds Max]]></category>
		<category><![CDATA[CAT rigging system]]></category>
		<category><![CDATA[character animation toolkit]]></category>
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		<category><![CDATA[digital double creation]]></category>
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		<category><![CDATA[dinosaur animation]]></category>
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		<category><![CDATA[film editing workflow]]></category>
		<category><![CDATA[Houdini simulations]]></category>
		<category><![CDATA[matchmoving Nuke]]></category>
		<category><![CDATA[Nuke]]></category>
		<category><![CDATA[OpenEXR sequences.]]></category>
		<category><![CDATA[particle simulation]]></category>
		<category><![CDATA[prehistoric environments]]></category>
		<category><![CDATA[procedural animation]]></category>
		<category><![CDATA[PyroFX Houdini]]></category>
		<category><![CDATA[real-time VFX]]></category>
		<category><![CDATA[RED Gemini camera]]></category>
		<category><![CDATA[snow FX]]></category>
		<category><![CDATA[subscribers]]></category>
		<category><![CDATA[T-Rex modeling]]></category>
		<category><![CDATA[Titus Paar director]]></category>
		<category><![CDATA[V-Ray]]></category>
		<category><![CDATA[VFX production]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=153603</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Shot1_final.jpg?fit=1200%2C633&quality=80&ssl=1" width="1200" height="633" title="" alt="" /></div><div><p>The short film "We Hunt Giants" takes the viewer into a world in which humans and dinosaurs fight for survival. Action, drama and CGI - without a Hollywood budget in the millions. Here is a brief insight into the making of the film and its visual effects.</p>
<p>The post <a href="https://digitalproduction.com/2023/10/03/we-hunt-giants-rexy-and-the-strong-men/">We Hunt Giants</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/andreasfeix/">Andreas Feix</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Shot1_final.jpg?fit=1200%2C633&quality=80&ssl=1" width="1200" height="633" title="" alt="" /></div><div><p class="wp-block-paragraph">A wild, prehistoric landscape – herds of dinosaurs roam the frosty plains, or sail through the snowstorm over the mountain ranges. In the undergrowth stirs a completely different, small group – primitive humans, but in this world they are among the hunted. They lie in wait for a creature that haunts their tribe, hoping to defeat it once and for all. But nature has other plans: they are surprised by a gigantic T-Rex and are forced to fight. However, they are powerless against the monster; their primitive weapons have no effect. In the end, only one of them remains, who bravely confronts the giant with his daggers..<br />This is how the short pilot film “We Hunt Giants” ends in terms of content; but the production began much more harmlessly.</p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Shot1_previz.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-153610" ></figure>



<h2 id="the-beginnings" class="wp-block-heading">The beginnings</h2>



<div class="wp-block-group is-nowrap is-layout-flex wp-container-core-group-is-layout-8f761849 wp-block-group-is-layout-flex">
<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="800" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/production_team_alt.jpg?resize=1200%2C800&quality=80&ssl=1"  alt=""  class="wp-image-153609"  style="aspect-ratio:1;object-fit:cover" ><figcaption class="wp-element-caption">Titus Paar (right) and Andreas Feix</figcaption></figure>



<p class="wp-block-paragraph">Towards the end of 2021, Swedish director Titus Paar contacted me to make me a special offer: At the time, he had seen several of my past dino works online; and now he was hoping to develop another prehistoric short film with me. In this way, he wanted to fulfil a childhood dream on the side; at the same time, the film would also serve as a possible pilot with which the concept could later be expanded into a longer format. Although the initial reaction to any enquiries was somewhat sceptical, the concerns were quickly dispelled – on the one hand, the VFX work was important enough to Titus that he immediately offered to develop the film as a co-production, which I gratefully accepted. In addition, he already had a high-quality résumé of genre films in short and long format, which indicated that he would have high expectations of the project; and several people from the team were already familiar to me from previous projects, some of which had been going on for 15 years. So the go-ahead was officially given.</p>
</div>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-8 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="633" width="1200"  decoding="async"  data-id="153613"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Shot2_final.jpg?resize=1200%2C633&quality=80&ssl=1"  alt=""  class="wp-image-153613" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  data-id="153612"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Shot2_previz.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-153612" ></figure>
</figure>



<p class="wp-block-paragraph"><br />Although Titus took the lead on the script, it was important to him to involve me from the first version of the book. On the one hand, I was able to think about the quantity and realisation of the VFX shots at an early stage. At the same time, I was able to give him critical feedback on the contrast with my own perspective on film and offer further creative suggestions from my side. One of these suggestions was, for example, to introduce the film with a vignette of different dinosaurs for a better worldbuilding – even if this would mean creating several additional dinosaurs in CG, which would be counterproductive.<br /></p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-9 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="633" width="1200"  decoding="async"  data-id="153615"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Shot3_final.jpg?resize=1200%2C633&quality=80&ssl=1"  alt=""  class="wp-image-153615" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  data-id="153614"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Shot3_previz.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-153614" ></figure>
</figure>



<p class="wp-block-paragraph">While Titus was making revisions from his side, I began to create the first storyboard sketches and to build and cut a 3D pre-visualisation based on them. This gave me creative freedom to design the resolution & composition, as well as giving Titus the option to plan the shoot in a more focussed way. As the 3D scenes & cameras were scaled to real-life specifications, this allowed us to plan the technical side of the work on set in advance and identify any potential obstacles that could cause problems for the VFX work. This was particularly helpful when talking to cameraman Marcus Möller, as he not only got a better idea for the shoot on set, but was also able to contribute his own expertise. With a finalised 3D previs, shooting schedule and a well-rehearsed core team, nothing should now stand in the way of production.</p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-gallery has-nested-images columns-2 wp-block-gallery-10 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="898" width="1200"  decoding="async"  data-id="153622"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Setfoto1.jpg?resize=1200%2C898&quality=80&ssl=1"  alt=""  class="wp-image-153622" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="898" width="1200"  decoding="async"  data-id="153621"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Setfoto2.jpg?resize=1200%2C898&quality=80&ssl=1"  alt=""  class="wp-image-153621" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="898" width="1200"  decoding="async"  data-id="153620"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Setfoto3.jpg?resize=1200%2C898&quality=80&ssl=1"  alt=""  class="wp-image-153620" ></figure>
</figure>



<h2 id="the-shoot" class="wp-block-heading">The shoot</h2>



<p class="wp-block-paragraph">A few days before the shoot in February 2022, cameraman Marcus unexpectedly showed severe Covid symptoms and tested positive. However, giving up was not on the cards, as the equipment and transport had already been booked, and fortunately Andrés Rignell was found at the last minute to stand in for him. He had also already gained experience with VFX as a professional on various shoots and was very familiar with the camera system (RED Gemini). So we found ourselves for a weekend in Tyresta National Park south of Stockholm, and perfect for the first morning we were presented with an untouched winter wonderland, as it had snowed freshly overnight. So deep that even some of the rental cars got stuck in the snow on the last few metres to the film location.<br />To gain time, Andrés & I went off separately and started shooting various VFX plates while the rest of the crew freed the cars and prepared the actors. This allowed us to find a rhythm on the fly to gather references & camera data alongside the main takes. This was also important as we had to work with less daylight due to the winter season in the north, so some scenes were shot in a rush.</p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="1080" width="1024"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/AF_vfxsupervision.jpg?resize=1024%2C1080&quality=80&ssl=1"  alt=""  class="wp-image-153618" ><figcaption class="wp-element-caption">Reference shots with toy dinosaur</figcaption></figure>



<p class="wp-block-paragraph"><br />As soon as director Titus & I were happy with the takes of one shot, the actors were prepared for the next shot or recorded sound. Meanwhile, we were shooting quick cleanplates, noting camera specs, taking shots of lens grids, chrome & greyballs and a toy dinosaur for reference. This initially attracted some strange looks, but after a few shots there were always a few interested people around the camera monitor who wanted to catch a first “preview” of the prehistoric star. In every free minute or general break in filming, I also had to take separate photos of all possible references – actors, props, the surroundings & set design (a mini attrape for the dino trap) as well as additional Chromeball photos at different times of day so that an appropriate selection would be available depending on the shot. </p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="800" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Chromeball_photo.jpg?resize=1200%2C800&quality=80&ssl=1"  alt=""  class="wp-image-153619" ><figcaption class="wp-element-caption">Chromeballs were photographed for each new shot to reconstruct the light in CG – for example, here is the 360º panorama of the set based on several Chromeball photos.</figcaption></figure>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="600" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Chromeball_unwrap.jpg?resize=1200%2C600&quality=80&ssl=1"  alt=""  class="wp-image-153617" ></figure>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">Another result of the tight schedule was that almost all the shots were shot on location without any additional equipment – a blue screen was only used for a few specific shots where the VFX work would otherwise have been enormously complicated. After two intensive days of filming in the snow, I flew back to London to start preparing the VFX, while the material went into editing for the next few weeks.</p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="626" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/matchmove_nuke.jpg?resize=1200%2C626&quality=80&ssl=1"  alt=""  class="wp-image-153625" ><figcaption class="wp-element-caption">All shots were prepared and 3D tracked directly in Nuke.</figcaption></figure>



<h2 id="plate-prep" class="wp-block-heading">Plate Prep</h2>



<p class="wp-block-paragraph">Finally, all the footage from the shoot was sent to London in the post as RED raw files, along with the first rough cut. Nuke Indie allowed the EDL of the cut to be imported directly and the individual shots to be exported in separate Nuke scripts. For further processing, the plates were reduced from 5K to 2.5k and saved locally as OpenEXR sequences. As the editing was still in progress in Sweden, the sequences were exported with extra leeway to be on the safe side and all tracked in 3D in Nuke Indie for the matchmoving. Thanks to the quality of the shots and the rich texture of the environment, an automatic 3D track usually produced a high-quality result, and it was rarely necessary to intervene with manual tracks or further manual work. </p>



<p class="wp-block-paragraph">Based on the 3D track, 3D meshes of the environment could also be generated in Nuke at the same time using point clouds. Fortunately, despite initial fears, only a few shots had to be retouched to remove isolated references to the park such as fences or signs. However, the small amount of bluescreens would mean that every interaction with VFX would have to be rotoscoped by hand – some of the shots would end up spending several days or weeks exclusively in rotoscoping. Luckily, a friend and former colleague, Dominik Platen, stepped in towards the end of post-production and took care of the rotoscoping for some shots.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-11 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="633" width="1200"  decoding="async"  data-id="153626"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/00CO0030_still01.jpg?resize=1200%2C633&quality=80&ssl=1"  alt=""  class="wp-image-153626" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="633" width="1200"  decoding="async"  data-id="153627"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Tucki.jpg?resize=1200%2C633&quality=80&ssl=1"  alt=""  class="wp-image-153627" ></figure>
<figcaption class="blocks-gallery-caption wp-element-caption">Digital potions – water, snow & breath were also simulated in Houdini.</figcaption></figure>



<h2 id="dinosaur-assets" class="wp-block-heading">Dinosaur assets</h2>



<p class="wp-block-paragraph">Before filming began, thorough internet research was carried out for each dinosaur. Drawings & photos of skeletons, artistic reconstructions & screenshots from films, as well as material from related species were collected to provide further references. For the main dinosaur in particular, we initially considered a range of large theropods, but Titus was keen to use a T-Rex as a homage to Jurassic Park. In the end, we allowed ourselves a little variation – the bony dorsal crest was inspired by another theropod, the Acrocanthosaurus.<br />All 3D models were first roughly pre-built in 3ds Max, and then detailed and textured in Mudbox. A method that had proved successful in previous work was again used for the texturing:<br />For each dinosaur, a small library of base textures, masks and further grunge maps were painted onto the surface, which were then combined together with normal & displacement maps in Nuke via compositing to create a finished texture.</p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-12 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="683" width="1200"  decoding="async"  data-id="153629"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/T-Rex_model01.jpg?resize=1200%2C683&quality=80&ssl=1"  alt=""  class="wp-image-153629" ><figcaption class="wp-element-caption">The CG main character of the film; from the first polygons …</figcaption></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="604" width="1200"  decoding="async"  data-id="153630"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/T-Rex_model02.jpg?resize=1200%2C604&quality=80&ssl=1"  alt=""  class="wp-image-153630" ><figcaption class="wp-element-caption">…the prepared model…</figcaption></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="707" width="1200"  decoding="async"  data-id="153632"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/T-Rex_model03.jpg?resize=1200%2C707&quality=80&ssl=1"  alt=""  class="wp-image-153632" ><figcaption class="wp-element-caption">…to sculpting details…</figcaption></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  data-id="153631"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Frame0_rex_tt02.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-153631" ><figcaption class="wp-element-caption">…to the final textured asset in V-Ray</figcaption></figure>
</figure>



<p class="wp-block-paragraph"><br />This process, although hardware-hungry, allowed free experimentation with various options & details, all simultaneously on multiple UDIMs in a non-destructive environment. In addition to the main texture, maps for shader attributes could also be “combed” in this way.<br />This was particularly important for the T-Rex: the model should give an idea that the dinosaur led a rough existence, in the form of scars and wounds from past confrontations. Other ailments such as frostbite & inflammation should indicate that it is actually not welcome as an invasive species in the cold.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-13 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="153636"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/falle_rendertest.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-153636" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="153637"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/ptero_rendertest.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-153637" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="153638"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/styraco_rendertest.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-153638" ></figure>
<figcaption class="blocks-gallery-caption wp-element-caption">More prehistoric CG assets ready for approval in the render test.</figcaption></figure>



<p class="wp-block-paragraph"><br />With the texture compositing in Nuke, a suitable balance could be found quite quickly over a few iterations. At least one dinosaur was spared all the work, as the CG asset from “Tucki”, a past project, could be directly reused for a small guest appearance. You can read all about Tucki in DP 21:02, or download it for free here is.gd/tucki_pdf.</p>



<h2 id="rigging-animation" class="wp-block-heading">Rigging & Animation</h2>



<p class="wp-block-paragraph">For the rigging we went back to 3ds Max. As a tried and tested module, each dinosaur was given a special rig in the Character Animation Toolkit, CAT for short, which could be saved as presets for the subsequent animation process.<br />To save time during rigging and animation, shortcuts were built into the rig for each asset. For example, the flight membranes of the pterosaurs were animated using a cloth simulation, and the tails of all dinosaurs were procedurally controlled with spring constraints to create a flowing organic movement without further manual intervention.</p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="630" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/muscles_houdini.jpg?resize=1200%2C630&quality=80&ssl=1"  alt=""  class="wp-image-153640" ><figcaption class="wp-element-caption">Different segments of the Vellum Tissue System in Houdini</figcaption></figure>



<p class="wp-block-paragraph">In turn, the T-Rex received an additional upgrade due to its presence in the film: a simplified skeleton and part of the musculature were modelled for the asset, which in turn formed the basis for a tissue simulation in Houdini using the newer Vellum-based Tissue System. The result was subtle, but provided better deformation and volume on the final animated asset. One advantage of working via CAT rig presets in 3ds Max was that the animations could be saved as separate clip files and transferred to identical rigs later. In this way, the animation scenes were kept very performant without having to load the entire asset. Possible revisions could also be quickly transferred to the corresponding main 3D scene later using a new clip. </p>



<p class="wp-block-paragraph">For the animation, which was done exclusively with keyframes, it was important that all dinosaurs should reflect natural behaviour. In addition, the T-Rex should appear more aggressive than usual, which may also be due to the injuries. Smaller tics such as snorting, snarling and more impulsive movements helped with this. The animation would also have a strong influence on the editing; scenes were often extended to give the dinosaurs more time to perform.</p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="645" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Styraco_3dsMax.jpg?resize=1200%2C645&quality=80&ssl=1"  alt=""  class="wp-image-153654" ><figcaption class="wp-element-caption">The herd of dinosaurs was placed by hand, with various animations prepared in advance.</figcaption></figure>



<p class="wp-block-paragraph">For one particular scene, which features a herd of 20 dinosaurs, a crowd system was not used. Instead, I spent a weekend animating various actions with excess length – eating, head shaking, sleeping, looking out, running, etc. – which were then placed by hand using animation caches and staggered in time to get the appropriate variation. For a quick turnaround, it was advantageous that the individual animations did not have to be too detailed, as they would all blur together in the mass.</p>



<p class="wp-block-paragraph"></p>



<h2 id="fx-simulations" class="wp-block-heading">FX simulations</h2>



<p class="wp-block-paragraph">A critical point in the project was the FX simulations, as all the dinosaurs had to interact with the cold snow world. A few systems could be prepared directly in 3ds Max & Particle Flow, but Houdini was used for the rest.</p>



<p class="wp-block-paragraph">For the most part, snow tracks were created procedurally using geometry; a few shots were even given a dynamic simulation with Houdini Grains, insofar as the interaction had to be represented much more subtly. An important component was also frozen breath for the T-Rex and finely swirled snow dust, which were simulated with PyroFX in Houdini. All Houdini project files were created in such a way that, depending on the shot, only the<br />correct assets for dinosaurs & environment had to be loaded & exchanged, with a little adjustment afterwards.</p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="645" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/TRexTrees_3dsMax.jpg?resize=1200%2C645&quality=80&ssl=1"  alt=""  class="wp-image-153658" ></figure>



<p class="wp-block-paragraph">Otherwise, separate simulations were created for one or the other shot in the respective tool where it was best suited – such as a flock of birds in Particle Flow (3ds Max) or water splashes with fluids in Houdini. For simpler particle effects such as atmosphere, snowflakes, sparks and more, we even used Nuke Particles, which were incorporated as part of the compositing process.</p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="633" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/00FA0020_still01.jpg?resize=1200%2C633&quality=80&ssl=1"  alt=""  class="wp-image-153655" ></figure>



<p class="wp-block-paragraph"><br />In contrast, the most prominent FX interaction – where the T-Rex violently squeezes through two trees in one moment – was primarily animated by hand. Springs were again used in the rigging so that the bending of the branches did not have to be simulated. A secondary layer of different FX sims from 3ds Max & Houdini combined gave the moment the finishing touches.</p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="633" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/FA_0020_stills_v1_05.jpg?resize=1200%2C633&quality=80&ssl=1"  alt=""  class="wp-image-153651" ></figure>



<p class="wp-block-paragraph"></p>



<h2 id="rendering-compositing" class="wp-block-heading">Rendering & compositing</h2>



<p class="wp-block-paragraph">All elements were lit & rendered in 3ds Max with V-Ray; caches from Houdini were exported and imported as either VDBs or Alembics. All dinosaurs & snow elements were rendered directly with surface scattering, whereby the intensity of the scattering was slightly exaggerated in order to benefit from the additional details in the shading.<br />The lighting rig was kept quite simple to limit the amount of render passes – after all, all shots had to be rendered on a single desktop PC. For each CG element there was an average of 3-4 setups, one for each light and a separate data pass with geometric or vector-based render layers such as Zdepth, Velocity & Position.<br />As each element in this multi-pass setup was rendered separately, this resulted in countless renders, but only in rare cases did a pass exceed a render time of a few minutes per frame. The immense advantage of this setup was the compositing; the lighting & shading could be manually adjusted for each individual CG element without the need for a second render<br />a second rendering process was required. A comp template in Nuke, which had been refined over the years for V-Ray passes, helped with this, and changes could later be copied directly from one shot to another. Additional details such as dirt, blood and snow were often projected onto the surface of the dinosaurs using the geometric render layers, either as procedural setups or with prepared textures.<br />Thanks to the references & cleanplates on set, the integration process for the dinosaurs was quite effortless and the compositing template proved to be very robust.<br />Some shots also required a few more invisible compositing tricks: for example, in the final shot of the film, one of the hunters faces the T-Rex, but it was not possible on set to make the fur jacket flap in the wind as it roared. So a CG plane was generated in 3ds Max via Cloth-Sim and exported to Nuke, where it served as the basis for a 2D projection of the rotoscoped fur. Additional distortion filters created the impression of turbulent fur.</p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-14 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="634" width="1200"  decoding="async"  data-id="153642"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/trap_after.jpg?resize=1200%2C634&quality=80&ssl=1"  alt=""  class="wp-image-153642" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="633" width="1200"  decoding="async"  data-id="153643"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/trap_before.jpg?resize=1200%2C633&quality=80&ssl=1"  alt=""  class="wp-image-153643" ></figure>
<figcaption class="blocks-gallery-caption wp-element-caption"><strong>Backgrounds had to be enhanced with matte paintings for certain settings.</strong></figcaption></figure>



<h2 id="environments" class="wp-block-heading">Environments</h2>



<p class="wp-block-paragraph">Environments also played a major role in the VFX. To keep the shooting schedule efficient, all shots were filmed in the same location – for example, during the first half of the film, the actors stared at the same hill in the distance where they would later be chased down by the T-Rex.<br />So with the help of digital matte painting, the hill had to be transformed into a flat plane, which was primarily done with alternative plates & more photographs. In addition, a somewhat more threatening sky and more atmospheric fog from the snowfall were added. The forest in the background, on the other hand, could be partially retained and was merely expanded; plates from the shoot with shaken trees helped to give the impression that a larger animal was in the background<br />to give the impression of a larger animal stalking around in the distance.<br />The trap was also collaged together from photographs of the smaller set on set, and a CG pole with a chopped off leg from one of the existing dinosaur assets added the finishing touches. In view of the fact that the DMP would be visible over an entire sequence, it was designed from the outset as a 3D projection in Nuke with simple geometry. Depending on the shot, the Matchmove camera or the DMP could be easily moved into position.</p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="633" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Styracosaurus.jpg?resize=1200%2C633&quality=80&ssl=1"  alt=""  class="wp-image-153644" ></figure>



<p class="wp-block-paragraph"><br />The opening shot of the film, in which a couple of pterosaurs fly through a snowstorm, was based on a drone shot of a mountain range at sunset, and followed a group of sled dogs. A new stormy sky was added, the dogs and other anachronistic objects were painted out, and Nuke Particles were used to generate a completely new atmosphere for the pterosaurs to freely interact with.</p>



<h2 id="digital-double-weapons-wounds" class="wp-block-heading">Digital double, weapons & wounds</h2>



<p class="wp-block-paragraph">During the confrontation, one of the humans, Hunter (played by Urban Bergsten), is scooped up by the T-Rex and thrown around. It was clear from the first draft of the script that a digital double would be needed for this moment, and during the shoot there was an extra photoshoot with the actor Urban in costume. The corresponding asset was built quite simply, as it would only be visible for a few seconds with a lot of blurring.</p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-15 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="1080" width="720"  decoding="async"  data-id="153647"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/DD_urban_setfoto1.jpg?resize=720%2C1080&quality=80&ssl=1"  alt=""  class="wp-image-153647" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="1080" width="720"  decoding="async"  data-id="153648"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/DD_urban_setfoto2.jpg?resize=720%2C1080&quality=80&ssl=1"  alt=""  class="wp-image-153648" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="901" width="1200"  decoding="async"  data-id="153645"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/DD_urban_model.jpg?resize=1200%2C901&quality=80&ssl=1"  alt=""  class="wp-image-153645" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="153646"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/DD_urban_rendertest.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-153646" ><figcaption class="wp-element-caption">Render test of the digi-double in V-Ray. The level of detail was completely sufficient for the brief appearance in the film.</figcaption></figure>
<figcaption class="blocks-gallery-caption wp-element-caption">With the help of reference photos of the actor from the set and open source software, a digital double was created in 3ds Max</figcaption></figure>



<p class="wp-block-paragraph"><br />A male figure from the open source programme ‘MakeHuman’ served as the basis, with the model being slightly adapted to Urban in advance. The photos from the shoot were projected directly onto the models of the body and clothing; to suggest more details, while the model could remain quite simple. Instead, cloth simulations & a simple hair groom helped to make the character look more organic, animated with keyframes.<br />All the weapon props were also photographed on set and recreated quite simply on the base. With a little secondary animation, it was possible to create the impression that the weapons were dangling from the body and could be detached if necessary.<br />The digital props were also used in other shots. In one case, a digital bow was placed in the hand of one of the characters to cover up a mistake in the editing; another time, a spear throw had to be digitally replaced so that it could interact with the dinosaur.<br />Plates were originally shot for another shot in which Urban is grabbed directly, but because the moment was redesigned in post-production, the digidouble was also used here. With the help of a new camera, an environment assembled from various cleanplates and a few animation tests, the desired shot was found and was now realised entirely in CG. After the high-altitude ride, Hunter/Urban lands violently in the snow, and the (graphic) consequences are clearly recognisable – his body is torn open from the bite & the fall, and he is missing an eye. Despite a bit of practical facial make-up on set, the result wasn’t scary enough, so a bit of a rush job had to be done towards the end. After an initial (stomach-churning) online search for references, digital DMP patches or projections for wounds, blood spatter and torn clothing were created directly in Nuke for each individual shot. Depending on the situation, individual parts of the body were tracked in 3D or analysed using Smartvector in order to project the elements. Small variations were incorporated into the track for each level, giving the impression, for example, that wounds/skin and clothing moved independently of each other as the person squirmed.</p>



<h2 id="the-hunt-continues" class="wp-block-heading">The hunt continues.</h2>



<p class="wp-block-paragraph">In mid-May 2023, after around a whole year of work, all the VFX shots were finally finalised and delivered. The film went into colour correction & final mixing for another month, followed by the premiere in early June in the heart of Stockholm.<br />As the short film was also conceived as a pilot/pitch, they are already striving for higher things – while the film is enjoying initial success at festivals, the makers are already working on the first script version for a feature-length film. It is still far too early to say what the outcome will be. But we can only hope that the journey into this primeval world is not yet over, despite its dangers.</p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="633" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Tucki-1.jpg?resize=1200%2C633&quality=80&ssl=1"  alt=""  class="wp-image-153653" ></figure>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-16 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="633" width="1200"  decoding="async"  data-id="153608"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Shot1_final.jpg?resize=1200%2C633&quality=80&ssl=1"  alt=""  class="wp-image-153608" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  data-id="153610"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Shot1_previz.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-153610" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="645" width="1200"  decoding="async"  data-id="153658"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/TRexTrees_3dsMax.jpg?resize=1200%2C645&quality=80&ssl=1"  alt=""  class="wp-image-153658" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="633" width="1200"  decoding="async"  data-id="153655"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/00FA0020_still01.jpg?resize=1200%2C633&quality=80&ssl=1"  alt=""  class="wp-image-153655" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="633" width="1200"  decoding="async"  data-id="153651"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/FA_0020_stills_v1_05.jpg?resize=1200%2C633&quality=80&ssl=1"  alt=""  class="wp-image-153651" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="645" width="1200"  decoding="async"  data-id="153654"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Styraco_3dsMax.jpg?resize=1200%2C645&quality=80&ssl=1"  alt=""  class="wp-image-153654" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="153638"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/styraco_rendertest.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-153638" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="633" width="1200"  decoding="async"  data-id="153653"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Tucki-1.jpg?resize=1200%2C633&quality=80&ssl=1"  alt=""  class="wp-image-153653" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="626" width="1200"  decoding="async"  data-id="153625"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/matchmove_nuke.jpg?resize=1200%2C626&quality=80&ssl=1"  alt=""  class="wp-image-153625" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="1080" width="720"  decoding="async"  data-id="153648"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/DD_urban_setfoto2.jpg?resize=720%2C1080&quality=80&ssl=1"  alt=""  class="wp-image-153648" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="1080" width="720"  decoding="async"  data-id="153647"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/DD_urban_setfoto1.jpg?resize=720%2C1080&quality=80&ssl=1"  alt=""  class="wp-image-153647" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="153646"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/DD_urban_rendertest.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-153646" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="901" width="1200"  decoding="async"  data-id="153645"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/DD_urban_model.jpg?resize=1200%2C901&quality=80&ssl=1"  alt=""  class="wp-image-153645" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="633" width="1200"  decoding="async"  data-id="153644"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Styracosaurus.jpg?resize=1200%2C633&quality=80&ssl=1"  alt=""  class="wp-image-153644" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="634" width="1200"  decoding="async"  data-id="153642"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/trap_after.jpg?resize=1200%2C634&quality=80&ssl=1"  alt=""  class="wp-image-153642" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="633" width="1200"  decoding="async"  data-id="153643"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/trap_before.jpg?resize=1200%2C633&quality=80&ssl=1"  alt=""  class="wp-image-153643" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="630" width="1200"  decoding="async"  data-id="153640"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/muscles_houdini.jpg?resize=1200%2C630&quality=80&ssl=1"  alt=""  class="wp-image-153640" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="153637"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/ptero_rendertest.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-153637" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="153636"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/falle_rendertest.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-153636" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="604" width="1200"  decoding="async"  data-id="153630"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/T-Rex_model02.jpg?resize=1200%2C604&quality=80&ssl=1"  alt=""  class="wp-image-153630" ><figcaption class="wp-element-caption">…dem  präparierten Modell…</figcaption></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="707" width="1200"  decoding="async"  data-id="153632"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/T-Rex_model03.jpg?resize=1200%2C707&quality=80&ssl=1"  alt=""  class="wp-image-153632" ><figcaption class="wp-element-caption">…über Sculpting-Details…</figcaption></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="683" width="1200"  decoding="async"  data-id="153629"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/T-Rex_model01.jpg?resize=1200%2C683&quality=80&ssl=1"  alt=""  class="wp-image-153629" ><figcaption class="wp-element-caption">Der CG-Hauptdar­steller des Films; von den ersten Poly­gonen …</figcaption></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  data-id="153631"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Frame0_rex_tt02.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-153631" ><figcaption class="wp-element-caption">…bis hin zum final texturierten Asset in V-Ray</figcaption></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="633" width="1200"  decoding="async"  data-id="153627"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Tucki.jpg?resize=1200%2C633&quality=80&ssl=1"  alt=""  class="wp-image-153627" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="633" width="1200"  decoding="async"  data-id="153626"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/00CO0030_still01.jpg?resize=1200%2C633&quality=80&ssl=1"  alt=""  class="wp-image-153626" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="800" width="1200"  decoding="async"  data-id="153619"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Chromeball_photo.jpg?resize=1200%2C800&quality=80&ssl=1"  alt=""  class="wp-image-153619" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="600" width="1200"  decoding="async"  data-id="153617"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Chromeball_unwrap.jpg?resize=1200%2C600&quality=80&ssl=1"  alt=""  class="wp-image-153617" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="1080" width="1024"  decoding="async"  data-id="153618"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/AF_vfxsupervision.jpg?resize=1024%2C1080&quality=80&ssl=1"  alt=""  class="wp-image-153618" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="633" width="1200"  decoding="async"  data-id="153615"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Shot3_final.jpg?resize=1200%2C633&quality=80&ssl=1"  alt=""  class="wp-image-153615" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  data-id="153614"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Shot3_previz.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-153614" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="633" width="1200"  decoding="async"  data-id="153613"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Shot2_final.jpg?resize=1200%2C633&quality=80&ssl=1"  alt=""  class="wp-image-153613" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  data-id="153612"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Shot2_previz.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-153612" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="898" width="1200"  decoding="async"  data-id="153620"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Setfoto3.jpg?resize=1200%2C898&quality=80&ssl=1"  alt=""  class="wp-image-153620" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="898" width="1200"  decoding="async"  data-id="153622"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Setfoto1.jpg?resize=1200%2C898&quality=80&ssl=1"  alt=""  class="wp-image-153622" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="898" width="1200"  decoding="async"  data-id="153621"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/Setfoto2.jpg?resize=1200%2C898&quality=80&ssl=1"  alt=""  class="wp-image-153621" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="800" width="1200"  decoding="async"  data-id="153609"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2023/10/production_team_alt.jpg?resize=1200%2C800&quality=80&ssl=1"  alt=""  class="wp-image-153609" ></figure>
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<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2023/10/03/we-hunt-giants-rexy-and-the-strong-men/">We Hunt Giants</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/andreasfeix/">Andreas Feix</a>. </p></div>]]></content:encoded>
					
		
		
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