ObjectType: artist · Version: v07
VOISLAV NIKOLOVSKI
VFX & Simulations TD
NODE: artist_bio_v07 / FRAME: 0001-0240 / CACHE: $SF
ObjectType: artist · Version: v07
VFX & Simulations TD
NODE: artist_bio_v07 / FRAME: 0001-0240 / CACHE: $SF
solver: pyro
Large-scale combustion, dense smoke plumes, explosions, hero fire with custom shading and temperature-driven advection.
CACHE: $SF · 0240Fsolver: flip
FLIP tanks, ocean spectra, splash / foam / bubbles, large body pours and viscous goo with surface tension.
CACHE: $SF · 0480Fsolver: rbd
Rigid-body dynamics with constraint automation, clustered fracture, secondary debris and dust layers.
CACHE: $SF · 0180Fsolver: vellum
Granular flows, cloth & soft-body, grain piles and grain-on-grain interaction. POP-advection over custom fields.
CACHE: $SF · 0360Fsolver: hda
HDA tooling library — parameterised destruction rigs, scatter systems, propagation networks and pipeline glue.
CACHE: $SF · 0120Fsolver: karma
Karma XPU lookdev, USD / Solaria scene assembly, AOVs and LOPs-based light rigging for sims and turnover.
CACHE: $SF · 0096Fnode: city_collapse_v12
12-block procedurally fractured demolition sequence. Custom constraint network + secondary debris and a 4-layer dust sim driven by RBD post-data.
view output ▸node: aurora_pour_v08
Hero viscous pour — 1.2M particle FLIP with iridescent shader, custom surface tension and a 16-frame delayed crown formation.
view output ▸node: ashfall_drift_v04
Volumetric ash drift over a kilometre of terrain. Custom noise field + 8-layer pyro buffet with Karma XPU render at 4K.
view output ▸frame: 0001–0060
Plate review, scope and shot-decomp. Lock the simulation brief, identify the impossible frame, define the cache budget.
frame: 0061–0140
Build the DOP network, dial the solver, wedge parameters in parallel. Cache to disk; sanity-check per-frame data rate.
frame: 0141–0220
Karma XPU shading, LOPs light rig, AOVs and a thin wedge of colour-pipeline options for the colourist.
frame: 0221–0240
Final render queue, denoise, comp hand-off. EXR delivery to VFX editorial with cached sim and lookup LUTs.
node: compose_new_node_v01 · state: awaiting_input
Drop the brief — I'll wire the network, run the sim and ship the cache.
execute ▸ hello@voislavfx.com hello@voislavfx.comExplosions, muzzle flashes, ember drift, dense volumetric smoke at 4K and slow-mo.
FLIP oceans, splashes, refractions and viscous pour shots matched to plates.
Rigid-body & cloth fracture: buildings, glass, vehicles, with art-directed timing.
Vellum cloth, hair, grains and granular flows — dust trails to character cloth.
Custom Houdini Digital Assets for studio pipelines — versioned, farm-ready.
Karma XPU lookdev, AOVs, light rigging, on-set data matching for clean comps.
A 14-second hero shot of a downtown block fracturing under stress. 240M RBD pieces, custom constraint network, art-directed chunking on the camera line.
View output →Viscous liquid pour hero shot for a global launch. 60-frame slow-mo, refraction-tuned materials, photo-matched studio lighting.
View output →Eight-episode arc of pyroclastic ash plumes drifting across plate photography. Built as a reusable HDA that the studio still ships today.
View output →Brief, plates, references in. Creative FX treatment + shot plan within 48h.
Low-res sims in days, not weeks. Motion, scale, timing locked before caching.
Hero-resolution caches, Karma XPU passes, AOVs for comp. Daily, versioned.
Final EXRs, Houdini scene, HDA you keep. Future shots reuse the setup.
Send the brief and the plate. Treatment + timeline within two business days.