Pyro & Fire
High-density combustion, mushroom clouds, rolling flame walls and directable fire that hits a frame target. Smoke, fire, ash, embers.
An eight-year retrospective of Houdini simulations — pyrotechnics, viscous pours, slow destruction — curated as if the work were already inside a museum.
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.
High-density combustion, mushroom clouds, rolling flame walls and directable fire that hits a frame target. Smoke, fire, ash, embers.
FLIP & SOP-level solvers for splashes, droplets, viscous pours and ocean surfaces. Meshing that survives a 4K grade.
RBD / FEM / Vellum pipelines, multi-impact simulations, secondary debris and dust — art-directable from first take.
Granular flows, cloth, soft-body, hair & fur. Tight integration with crowd and creature FX teams.
Custom HDA libraries — asset-bound solver presets, scattering systems, terrain eroders. Built for a 30-person FX team.
Karma XPU / Solaris lookdev, AOVs wired for comp, hand-off packages with test renders baked into the USD layer.
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.
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.
Run the full-density cache. Tolerances locked against the silhouette. Frame ranges cached for re-time, retiming is never baked into the sim itself.
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.
Open for one feature slot, two commercial slots, and the occasional rogue R&D brief — Q3 2025 onward. Reply with the cut.