WEDNESDAY MAY 6 - THURSDAY MAY 7 

 Join us for two days of Houdini HIVE Presentations at FMX 2026 in Stuttgart. These talks are part of the Film & Media Exchange which features a first-rate program, bringing you the latest in Animation, Visual Effects and Digital Media.

Houdini HIVE TALKS

Day 1     Day 2

Wednesday May 6

Day 1

Raum Bertha-Benz-Saal

10:00 AM

Jann-Matis Armbröster & Luca Schippmann | RISE VFX

10:55 AM

Andrey Lebrov | Lebrov Motion Imagery 

11:35 AM

Nestor Prado | Framestore

12:15 PM

Leif Pedersen & Rassoul Edji | Pixar Animation Studios

2:00 PM

Tony Atherton | Absolute Post

2:55 PM

Dmitrii Vlasenko & Jakob Ringler | SideFX

4:25 PM

TBD

TBD

5:05 PM

Magnus Pettersson & Joachim Henriksen | Storm Studios



Wednesday | May 6 | 10:00 AM

The Lost Bus | How to Light up
California's Biggest Wildfire   

Learn how the RISE FX team recreated large-scale Californian environments for the Academy Award-nominated survival drama The Lost Bus and turned a storm into one of the largest wildfires in US history. Explore how USD, reusable templates and artist-driven automation helped a small team manage complex FX – including wind, dust, fire, smoke and embers – across many shots under tight deadlines. Because when everything is already on fire, your artists shouldn’t be.



Jann-Matis Armbröster is an FX Artist at RISE Visual Effects Studios, based in Munich with a passion for magical FX and fluid simulations. His recent credits during his past three years at RISE include e.g. Marvel Studios’ The Fantastic Four: First Steps, Mission: Impossible – The Final Reckoning, and the Academy Award–nominated survival drama The Lost Bus.     




Luca Schippmann is a Senior FX Artist at RISE Visual Effects Studios Berlin with a passion for character FX and pyro simulations. He has contributed to major productions including Marvel Studios’ Black Panther: Wakanda Forever, Fallout Season 1 and 2 as well as The Lost Bus.




Wednesday | May 6 | 10:55 AM

Advanced 3D GSplats | Processing, Animation & Worldbuilding   

Explore the Houdini toolset for viewport splats preview, cleanup and enhancement, then systems deriving splat skeleton allowing traditional organic animation. Splat capture through drone flight automation and traditional assembly pipelines with Splats instead of primitives.



Andrey Lebrov is Head of CG & VFX Production and founder of Lebrov Motion Imagery, working at the intersection of cinematic craft and pipeline engineering. Houdini-first workflows, Octane-centric assembly, and distributed/hybrid rendering pipelines that keep iteration fast and reliable under real deadlines - while exploring modern capture primitives like Gaussian splats for production use.




Wednesday | May 6 | 11:35 AM

A Calculated Hail Mary   

Transitioning Framestore’s lighting pipeline to a new, more integrated environment mid-production on Project Hail Mary could’ve been a huge gamble, but it proved to be a very calculated risk. Moving to Houdini shifted the paradigm from static lighting scenes to a more dynamic, procedural approach.



Nestor Prado is a CG Supervisor at Framestore in London with a background in computer engineering. He has led pipeline transitions across studios — including the revamp of the lighting pipeline at DNEG in 2016 and the FUSE pipeline at Framestore — and most recently oversaw the transition of Framestore's lighting pipeline to Houdini during production of Project Hail Mary while helming the CG Supervision of the London team. His work sits at the intersection of pipeline architecture and artist-facing workflow design.




Wednesday | May 6 | 12:15 PM

Taming Production Complexity on AWS Cloud with Solaris and Pixar's RenderMan   

Achieving massive production complexity requires a bulletproof pipeline. In this session, Leif Pedersen and Rassoul Edji pull back the curtain on the cutting-edge infrastructure driving Outpost Alpha. Learn how they engineered a next-gen USD workflow leveraging SideFX Solaris and Pixar’s RenderMan, and see how pushing their artist and render capabilities to the AWS Cloud enabled their small team to seamlessly collaborate on this asset-heavy, giant robot-versus-kaiju short film.



Leif Pedersen is a 3D and VFX artist with over 10 years of production experience and for the last decade he's been working at Pixar's RenderMan group to help showcase the advancements in rendering at Pixar and the greater Disney creative ecosystem, by creating artwork and engaging with amazing artists and engineers to make great tools that push creativity forward.  




Rassoul Edji is a Filmmaker and Entrepreneur with a background in Visual Effects dedicated to creating exceptional digital films with efficiency, leveraging cutting-edge workflows, innovative technologies, and a world-class team.




Wednesday | May 6 | 2:00 PM

It's Getting Crowded In Here   

Learn how to build and render a stadium crowd from scratch in Houdini. Start right at the beginning with agent creation then move on to populating the stadium, simulating the crowd and rendering everything in Solaris using Karma.



Tony Atherton is a Creative Director at Absolute post and has been working in the Visual Effects industry for 17 years and with Houdini for 20 years. He's worked across Film, TV and Advertising. His credits include famous franchises such as Marvel's Avengers and Harry Potter as well as advertising work for large companies such as Nike, Amazon and Mercedes. 




Wednesday | May 6 | 2:55 PM

Sneak Peek: Call me on my Cell, I'm at the Height of my Field   

Behold! New Houdini! Catch a glimpse into the new and exciting COPs features. Learn ways of generating HeightFields inside Copernicus with newly added nodes and features. Experience Neural Cellular Automata and get your seamless textures with ML. 

Layers upon layers of fun!



Dmitrii Vlasenko joined SideFX as an intern where he made launch content. Now Dmitrii is back as a 3D Artist working on.... more launch content. When not crafting terrains or making more launch content, he can be found running out of vram - while making more launch content.      




Jakob Ringler is an ML TD based in Berlin, Germany. Before joining SideFX he used to work in the VFX industry as an FX TD. Fascinated by the intersection of film, design and tech he stumbled into the world of RND, where he is currently exploring the use cases of machine learning for CG.




Wednesday | May 6 | 3:45 PM

Houdini Tactics for Guerrilla Feature Film VFX   

Shot in Romania but set in Civil War America, The Gray House (a Civil War miniseries directed by Roland Joffé and produced by Morgan Freeman and Kevin Costner) demanded large-scale reconstruction, historical environments, and complex FX under tight production realities. This session explores how Wave VFX used Houdini to create procedural buildings, generate period Richmond, handle destruction and environment work, and empower a small team through automation and toolmaking.



Bogdan Lazar has over 20 years in the film and games industry and has mastered character design and rigging using classic software like Alias Wavefront, LightWave, and Maya. Discovering Houdini revolutionized his workflow, and he has never looked back. 



Wednesday  | May 6 | 5:00 PM

Call of the Sirens: Percy Jackson S2   

Explore how we brought the Sirens sequence in Percy Jackson S2 to life with Houdini. Learn how animation-guided simulations preserved performance while giving the Sirens a lively, mythical presence. We also discuss how procedural workflows enabled rapid iteration from design to final shots, alongside our approach to creating realistic water, environmental interactions, and secondary FX.



Magnus Pettersson joined Storm Studios as a CG Generalist in 2008, but it didn’t take long for him to discover his passion for FX work. Determined to pursue this path, he introduced Houdini to the studio, laying the foundation for the FX department and its pipeline development. With a talent for finding elegant solutions to complex problems, Magnus thrives on building tools that simplify artists' workflows. Now serving as Head of FX, he balances hands-on shot work with leading the department, overseeing pipeline improvements, ensuring high-quality output, and managing recruitment.




Joachim Henriksen has nine years of experience in film and television and has contributed to major productions across leading studios. After working at DNEG and Framestore, he joined Storm Studios in 2022 as an FX TD. His credits include Doctor Strange in the Multiverse of Madness, His Dark Materials, and Star Trek. His work emphasizes practical, efficient problem-solving, focusing on keeping solutions clear and effective in fast-paced production environments.


Thursday May 7

Day 2
Raum Mannheim

10:00 AM

Fabian Nowak | The Yard VFX

11:45 AM

Christoph Ammann | beloFX

12:25 PM

Jeremy Tan, Ilyas Dizdar & Mohamed Oumoumad| Gear Productions

2:40 PM

Ahmed Gharraph & Niklas Asmus | Important Looking Pirates

4:00 PM

Bogdan Amidzic | Crater Studio

4:40 PM

Hudson Martins Ribeiro & Jinhui Wang | Untold Studios



Thursday | May 7 | 10:00 AM

The FX of Predator:Badlands

FX can be subtle and still elevate visual storytelling. Join us on a journey from Yautja Prime to Genna as we dive into the diverse effects that shaped three key sequences in Predator : Badlands, revealing how simple effects can be complex and still make the difference.



Fabian Nowak is a leading FX Supervisor, with over 15 years of experience, known for his expertise in large-scale simulations, from water and fire to smoke and particles. After starting his career at Ubisoft, he moved into film VFX, contributing to major productions at MPC and ILM, including the Academy Award-winner The Jungle Book, which earned him a VES Award. Fabian combines technical innovation with creative leadership, and is passionate about mentoring through teaching. Since joining The Yard as Head of FX, he has played a key role in elevating the studio’s simulation capabilities on its most ambitious projects.




Thursday | May 7 | 10:55 AM

Crafting the Wasteland 2.0: Scaling Procedural Destruction for Fallout Season 2   

How do you procedurally destroy an entire city without bringing the render farm to its knees? Join RISE Visual Effects Studios to explore the advanced Houdini workflows behind Fallout Season 2. We will dive into the map data driven proceduralism used to obliterate Los Angeles, alongside the complex, multi layered sand and pyro simulations for the Area 51 reveal. Discover how leveraging Solaris and a robust USD pipeline bridged layout, heavy FX, and rendering, keeping the wasteland's massive scale completely manageable.



Andreas Giesen works as a VFX Supervisor at RISE | Visual Effects Studios. He is considered one of RISE’s swiss army knives who can take a shot, no matter how complex, from concept, through blocking, lighting, shading and rendering to final. However his focus is now on VFX supervision - mostly of FX intense shows as he worked many years as a FX Supervisor. Andreas latest work includes Matrix Resurrections, the award-winning feature NYAD and the emmy-nominated series Fallout and The Last of Us.




Thursday | May 7 | 11:45 AM

Conquering the Blaze: The VFX of The Lost Bus    

Join Christoph Ammann, CG Technology Supervisor at beloFX, as he breaks down the Houdini simulation and rendering pipeline behind beloFX’s Oscar-nominated VFX on The Lost Bus. The talk focuses on the core technical challenge of the film: simulating fire, smoke and gale-force wind across a full CG reconstruction of 45 square kilometres of Northern California, and the pipeline developed to bridge Unreal Engine previs with Houdini and Solaris for final production.



Christoph Ammann is a CG Technology Supervisor who leads the design and integration of artist workflows, overseeing a team of developers responsible for pipeline and core technology across all beloFX’s projects. He has two decades of industry experience and has held both artist and supervisor roles across various VFX facilities, including Sony Pictures Imageworks, DNEG and ILM. 




Thursday | May 7 | 12:25 PM

Houdini in the Automotive Industry    

Building a production pipeline for automotive advertising means dealing with industrial CAD files, complex asset variants — all at scale. Gear Productions shares how they use Houdini and OpenUSD to tackle these challenges, from CAD asset preparation to a USD-native approach for APEX rig portability. They also share how parametric tools occasionally step outside the pipeline to support designers in exploring new product directions.



Jeremy TAN is a Pipeline TD at Gear Productions, a studio specialised in automotive advertising, where he has spent the past 3 years developing and maintaining Houdini, OpenUSD and MaterialX-based workflows for high-end CGI production for clients such as Citroën. Previously, he worked for 7 years as Pipeline TD at Onyxlux, an animation studio focused on lighting, rendering and compositing. A true enthusiast of the craft, Jeremy is driven by a deep curiosity for every technical layer of the CGI world — from pipeline architecture and procedural systems to rendering theory and real-time workflows. He thrives at the intersection of artistry and engineering, constantly exploring how emerging technologies, and in particular AI, can be harnessed to elevate both the quality and efficiency of production pipelines.



Ilyas Dizdar is the Founder and CEO of Gear Productions, a studio he has been building and leading for the past 11 years, specialised in high-end automotive advertising. With 14 years of experience in the advertising industry, he drives the studio's creative and technical vision as Head of CG, VFX Supervisor and Parametric Design lead. Beyond production, Ilyas has dedicated 8 years to training the next generation of CG artists as a Houdini, Maya and Nuke instructor, sharing his expertise and passion for the craft. Always eager to explore new possibilities, he has developed a growing interest in parametric workflows and their potential to bring a new dimension to both production and product design.



Mohamed Oumoumad is a creative technologist working at the intersection of generative AI, industrial design, and visual effects. With a background in 3D FX and cinematic visualization, he began his career in motion graphics and high-end CGI before transitioning into technology leadership. He is now Managing Director and CTO of Gear Productions, where he focuses on integrating generative AI into real-world design and visualization workflows. His work bridges cutting-edge AI capabilities with the practical needs of production, enabling creative teams to adopt advanced tools in a meaningful and usable way. 




Thursday | May 7 | 2:00 PM

Build, Break, Rebuild: Designing Solaris USD Workflows for Cross-Department VFX    

Explore practical approaches to building—and rebuilding—USD structures within Solaris that stay flexible throughout production. We'll share lessons from recent projects, focusing on strategies for layer organization, override management, and enabling seamless cross-departmental collaboration (Environment, FX, Lighting) while maintaining pipeline integrity.



Enrico Selmi is Co-Head of VFX at Milk VFX, where he leads CGI and VFX teams across multiple international studios. Over a 15-year career spanning studios including Framestore, Industrial Light & Magic and DNEG, he has contributed to major film, television, and immersive projects. His work includes titles such as The Witcher, Heads of State, Avengers: Infinity War, Rogue One: A Star Wars Story and more.




Thursday | May 7 | 2:40 PM

Conjuring Azazel with Vellum and Procedural Workflows    

Explore how Important Looking Pirates brought Azazel to life for The Sandman using Houdini, Vellum, and procedural workflows. Conceived as a constantly evolving presence of motion, instability, and layered detail, Azazel demanded an approach that blurred the boundaries between character design, FX, and atmospheric worldbuilding. The session looks at the creative thinking and technical pipeline behind the character, including the sequence in which the camera travels inside Azazel to reveal a vast demonic universe within.



Ahmed Gharraph is a Visual Effects Supervisor at Important Looking Pirates in London, with nearly two decades of experience in VFX spanning film, television, and commercials. His credits include The Sandman, Fallout, The Mandalorian, Watchmen, and The Crown. With a background as a CG generalist, he has been using Houdini as a core creative tool since 2013.  




Niklas Asmus is a Lighting Principal at Important Looking Pirates with over 15 years of experience in VFX. His work focuses on lighting and look-development for episodic and streaming series. He is based in Stockholm, Sweden.




Thursday | May 7 | 3:20 PM

Sculpting Canyons, Feathers, and the Future with Solaris    

Learn about bEpic's first steps into Solaris, showcasing two of our most recent projects, and will describe our findings and challenges along the way. Jakob Klauenberg will walk through the modeling of a huge Martian canyon covered in procedural cliffs, craters, and Copernicus textures. Additionally, he will give a look at an ostrich wreaking havoc in the streets and talk about our use of the Houdini feather system and our decision to use Karma XPU for the first time.



Jakob Klauenberg is an all-rounder CG generalist and shading wizard at bEpic Studio Berlin, specialized in environment and creature work for advertisement, film, and episodic formats. He is a graduate of PixlVisn with many years of experience in texturing, shading, and lighting on assets like bears, sloths, plastic figurines, dragons, birds, snowy mountains, and the Mars surface. Driven by curiosity, he constantly explores new techniques, with a growing focus on graphics programming and technical problem-solving.




Thursday | May 7 | 4:00 PM

Multi-shot Workflows with Shot Builder    

Nowdays productions are facing increasing shot count and shorter deadlines. Thinking in terms of sequences or scenes instead of shots can vastly increase production speed. The new shot builder introduced in Houdini 21, allows users to organize whole project from single Houdini scene. Also, we'll cover how to automate work for animators, so they can either work at sequence or shot level.



Bogdan Amidzic has been in VFX industry from 2006, working both in 2d and 3d departments, mainly in Crater studio. His art background experience and programming skills lead to finally diving into Houdini ecosystem. Over several projects he has been responsible first for adopting Houdini as a main tool, then adopting USD/Solaris pipeline. Recently he started teaching as Houdini instructor in Crater VFX training center, and has organized several Houdini user group events.        




Thursday | May 7 | 4:40 PM

Bringing a crayon Doodle to life: How to balance VFX and Traditional 2D Animation    

We at Untold Studios created the 2025 Christmas commercial for Disney called Best Christmas Ever. Our main challenge was to create a rather distinctive character made of Crayons which had to act and move within live action plates. Creatively we knew we needed to make use of 2D traditional animation techniques seldom used in 3D-workflows, frame-hold, multi-frame motion blur, line boil, cell-based lighting, stroke inconsistency and many more. In our presentation we will guide you through the process starting from character design to final compositing. Our focus will be on the various methodologies that were uniquely developed for this character with the intent of blending in traditional art style into a VFX-world. Join us to see how we used Houdini as our main software in blending traditional animation with VFX.



Hudson Martins is a Houdini-focused CG Supervisor with a strong background in FX. He started out as an FX Artist, moved up to Head of FX, and now works in a supervisory role. Over the past decade, he’s worked on a mix of Netflix series, game trailers, and cinematics, with credits including Love, Death & Robots, Halo, Destiny 2, Warhammer, Diablo (Blizzard), and Magic: The Gathering. These days, Hudson is applying his experience in full CG animation to VFX films, series, and commercials at Untold Studios. With credits including, Mission Impossible The Final Reckoning, Disney's short Best Christmas Ever amongst others.    



Jinhui Wang is a VFX Lighting Lead at Untold Studios. Having spent six years studying photography prior to entering the VFX industry four years ago, she is able to bring the vision in to her CG works. Since transitioning into the industry, Jin has built a portfolio of episodic work, including the Doctor Who special The Star Beast and the acclaimed series The Tattooist of Auschwitz. In the commercial sphere, Jin has contributed to award-winning projects such as the "Just Used Confused" campaign for Confused dot com and Disney’s 2025 Christmas short, Best Christmas Ever.