Houdini FX across fire, water, destruction, cloth, hair, rigid body and pyro. Physics that justify the performance already on camera. Eighteen productions across every genre.
The hardest constraint in FX simulation is that the physics has to explain what was already shot. A stunt performer was pulled in a direction by a cable. The simulation has to invent a shark that plausibly caused it. A character's body collapses. The sim has to match the performance frame-for-frame.
We build simulation to serve what was captured on the day, not to replace it. That means starting from the plate, understanding the practical, and building effects that feel inevitable rather than imposed.
Our simulation pipeline runs on Houdini FX: pyro, FLIP fluids, Vellum cloth and hair, rigid body and constraint networks. EmberGen handles real-time fire and smoke generation for productions where iteration speed is critical. Everything renders in Redshift.
For shows with tight episodic schedules, EmberGen's real-time feedback means effects can be reviewed and adjusted quickly. For sequences that demand physical precision, ocean simulations, destruction, complex fluid interaction, we use Houdini FX.