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VOISLAV SIM ONLINE
VFX · SIMULATIONS · 2025

Fluid frames
that flow
like mercury.

Voislav Nikolovski designs Houdini simulations for film and advertising — fire, water, smoke and destruction that move like liquid metal. Eight years bending physics so the camera never sees the seams.

Fluid systems

06 SOLVERS
SOLVER 01

Pyro & Fire FX

Cinematic explosions, muzzle flashes, ember drift and dense volumetric smoke at 4K and slow-motion.

240 FRAMES · CACHED
SOLVER 02

Fluid & Water

FLIP oceans, splashes, refractions and viscous pour shots matched to live-action plates.

480 FRAMES · CACHED
SOLVER 03

Destruction

Rigid-body and cloth fracture: buildings, glass, vehicles, terrain breaking with art-directed timing.

360 FRAMES · CACHED
SOLVER 04

Particles & Vellum

Vellum cloth, hair, grains and granular flows — dust trails to character cloth that reads on screen.

720 FRAMES · CACHED
SOLVER 05

Procedural FX Tools

Custom Houdini Digital Assets for studio pipelines — artist-friendly, version-controlled, farm-ready.

HDA LIB v03 · RELEASE
SOLVER 06

Lookdev & Lighting

Karma XPU lookdev, AOVs, light rigging, on-set data matching for seamless composites.

KARMA XPU · ONLINE

Selected flow

03 CASES
CASE 01 · FEATURE FILM

City Block Collapse

CLIENT
Northgate
ROLE
FX Lead
FRAMES
0336
YEAR
2024

A 14-second hero shot of a downtown block fracturing under stress. 240 million RBD pieces, custom constraint network, art-directed chunking on the camera line.

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CASE 02 · COMMERCIAL

Aurora Pour

CLIENT
Carbon Bev.
ROLE
Fluid TD
FRAMES
0144
YEAR
2024

Viscous liquid pour hero shot for a global launch. 60-frame slow-mo, refraction-tuned materials, photo-matched studio lighting.

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CASE 03 · EPISODIC

Ashfall Drift

CLIENT
Helios
ROLE
VOL FX
FRAMES
1920
YEAR
2023

Eight-episode arc of pyroclastic ash plumes drifting across plate photography. Built as a reusable HDA that the studio still ships today.

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The pipeline

04 STAGES
STAGE 01

Brief & Reference

Brief, plates, references in. Creative FX treatment + shot plan within 48h.

STAGE 02

Blockout & R&D

Low-res sims in days, not weeks. Motion, scale, timing locked before caching.

STAGE 03

Final Sim & Render

Hero-resolution caches, Karma XPU passes, AOVs for comp. Daily, versioned.

STAGE 04

Delivery & Handover

Final EXRs, Houdini scene, HDA you keep. Future shots reuse the setup.

Connected nodes

06 STUDIOS
Northgate Helios Carbon Atlas VFX Halcyon Solstice

Have a shot that
shouldn't flow?

Send the brief and the plate. Treatment + timeline within two business days.