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Voislav Nikolovski / VFX & Simulations / Skopje ↔ Worldwide Biennale / Edition 2025 / Index N°03

Voislav
Nikolovski

An eight-year retrospective of Houdini simulations — pyrotechnics, viscous pours, slow destruction — curated as if the work were already inside a museum.

Artist Voislav Nikolovski
Medium Houdini FX / Simulations
Years active 2017 — present
Discipline FX / Sim / Lookdev
Engine Houdini 20 · Karma XPU
Status Open for Q3 2025
Index N°03 / 24 works

Wall label — Room I

A studio practice that treats every simulation as a finished object — catalogueable, signed, re-exhibitable.

Voislav Nikolovski is a Houdini-based FX artist working out of Skopje for feature film, episodic and commercial clients across Europe and North America. His work moves between two registers: the loud, physically rigorous simulation that the brief demands, and a quieter personal practice that treats each solver as a material to be shaped.

This biennale collects eight years of that work into one exhibition. The pieces are not arranged chronologically. They are arranged the way a curator hangs a room — by temperament, by surface, by the conversation two simulations have when placed next to one another on a wall.

Nothing here is a still. Every artifact on display is a simulation that ran, cached, and rendered.

Room I
Wall East
Catalogue VN-2025-01
Room II

Works in the collection

06 / Index
01 SOLVER · PYRO

Pyro & Fire

High-density combustion, mushroom clouds, rolling flame walls and directable fire that hits a frame target. Smoke, fire, ash, embers.

02 SOLVER · FLIP

Fluid & Water

FLIP & SOP-level solvers for splashes, droplets, viscous pours and ocean surfaces. Meshing that survives a 4K grade.

03 SOLVER · RBD

Destruction

RBD / FEM / Vellum pipelines, multi-impact simulations, secondary debris and dust — art-directable from first take.

04 SOLVER · VELLUM

Particles & Vellum

Granular flows, cloth, soft-body, hair & fur. Tight integration with crowd and creature FX teams.

05 PIPELINE · HDA

Procedural FX Tools

Custom HDA libraries — asset-bound solver presets, scattering systems, terrain eroders. Built for a 30-person FX team.

06 KARMA · SOLARIS

Lookdev & Lighting

Karma XPU / Solaris lookdev, AOVs wired for comp, hand-off packages with test renders baked into the USD layer.

Room III

Selected work — index

03 / 24
N° Title Medium Year
Houdini FX Pyro Fluids Destruction Vellum Karma XPU Solaris Lookdev Pipeline Houdini FX Pyro Fluids Destruction Vellum Karma XPU Solaris Lookdev Pipeline
Room IV

Methodology

04 / Process
01
Step 01 / Brief & Reference

Establish the frame, not the look

Begin from camera. What does the shot need to do narratively, on what lens, over how many frames. Reference is collected against the cut, never against a moodboard.

Day 1 → Brief locked
02
Step 02 / Blockout & R&D

Solve the silhouette first

Low-resolution sims cached fast, played back at speed, before any high-density pass. The motion is agreed at half-resolution; the rest is rendering.

Day 2–4 → Motion locked
03
Step 03 / Simulation & Cache

Let the solver be the material

Run the full-density cache. Tolerances locked against the silhouette. Frame ranges cached for re-time, retiming is never baked into the sim itself.

Day 5–9 → Cache locked
04
Step 04 / Render & Hand-off

Hand off as a layer, not a movie

Karma XPU render with AOVs wired for comp, USD layer baked with test frames and notes. The hand-off is a layer the comp team can grade, not a finished frame.

Day 10–14 → Layer delivered
Room V

Collections & institutions

06 / Lenders
Wall label — Room VI

Have a shot that shouldn’t be possible?

Open for one feature slot, two commercial slots, and the occasional rogue R&D brief — Q3 2025 onward. Reply with the cut.

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