MOTION GRAPHICS

PROJECT TITAN-EVO

Design the System,
Not Just the Shot

From the curved screen at Sphere to hundreds of drones in the night sky, motion designers use Houdini to build procedural systems instead of one-off shots. Explore freely, show clients real options from the first meeting, and turn a single idea into a thousand variations for any screen, stage or page.


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2026 Film, TV and Games Reel

ANYMA AT SPHERE
Anyma


Live Show Visuals

Massive Visuals, Built to Evolve

Live shows on screens like Sphere in Las Vegas need every visual to work in a distorted spherical format, at enormous scale, while the creative direction keeps shifting. With Houdini, artists build effects on flat ground, refine simulations after the fact and wrap everything onto the screen at the end, so the look keeps evolving without starting over.

  • Refine a simulation after it’s done, adjusting timing, shape and detail without re-simulating, so late creative notes don’t cost a day of compute. 
  • Get more out of every simulation by reusing it with variation, filling a massive screen without the motion looking repeated. 
  • Build complex organic systems from simple procedural rules, with secondary motion layered on that stays easy to control. 
  • Design on a flat grid and adapt to the screen at the end, so one setup works for a sphere, a dome or a standard frame.

“Even though visually it looks quite complex, under the hood it’s actually very simple.” 
Artur Gadzhiev, CG Lead, Anyma


Simulation for Commercials

Art-Direct the Sim, Not the Edit

Commercials want slow-motion moments and stylized materials, and retiming a simulation in post leaves pieces intersecting and losing contact with each other. In Houdini, artists build the timing and behavior into the simulation itself, so every piece still interacts correctly while the effect follows the creative direction.

  • Direct timing inside the simulation, so slow-motion moments stay physically connected instead of breaking apart when retimed in post. 
  • Control how a simulation ends, with custom rules that bring every piece to rest naturally where it lands. 
  • Generate thousands of unique pieces from one setup while keeping the viewport light enough to work in. 
  • Use the same techniques across RBD, Vellum, grains, particles and FLIP, so one approach scales from mulch to liquid.

“This workflow can be used not just for mulch, but for grass instances, wood shavings, metal shavings and all kinds of other workflows.”
Jakub Spaček, Freelance

MULCH WEEK R&D
Jakub Spaček


A$AP ROCKY “HELICOPTER”
Dir. Dan Streit

Gaussian Splats

Captured Performers, Endless New Shots

Music videos keep changing as new ideas arrive, but a captured performance can’t be reshot every time the director has another one. With Houdini, a small team treated animated Gaussian splats like any other procedural data, placing, instancing, rigging and simulating them to build new shots without going back to set.

  • Bring volumetrically captured splat sequences into Houdini and stage them in polygonal sets, with lightweight proxy geometry for real-time previs. 
  • Rig captured performers by applying motion capture to proxy geometry and transferring it back, creating new actions without another shoot. 
  • Fill a rooftop with 500 time-offset crowd splats using Copy to Points, or hang a performer from a moving helicopter with a Vellum rope. 
  • Break apart splats with MPM and add FLIP blood, giving the video’s final shot a full simulation.

“Splats can be rigged and simulated, so you don’t always have to capture everything you need right then.”
Angus Oakes, 3D Generalist


Iteration and Research

Iterate Until It Clicks

Motion design briefs often start wide open (“a field with some stuff, maybe it’s moving”), and the look gets found through daily rounds of R&D with the studio. With Houdini, artists layer simple procedural pieces, swap shapes and simulations freely, and show new options every day without starting over.

  • Explore freely in early R&D, swapping shapes, solvers and layouts on the same setup so each round of feedback builds on the last instead of starting over. 
  • Get organic, art-directable motion from simple pieces, with solvers handling the collisions and secondary detail no one wants to keyframe by hand. 
  • Keep heavy scenes responsive by driving a single high-res mesh with lightweight heightfield data, so camera moves and client reviews stay fast. 
  • Fake expensive effects when the shot allows, building fog and atmosphere from volumes in minutes instead of waiting on a full simulation.

“Just iterating and trying super basic things. But when you start layering them up, it ends up with something cool.” 
Paul Esteves, 3D Artist

EXPERIMENTS
Paul Esteves


MEDIA ART
Jan Paul Dubbelman

Media Art & Drone Shows 

Build the Tools
Every Artist Needs

Most drone shows are big, static shapes in the sky, because hundreds of drones moving fast in close formation leave little room for creative risk. With Houdini, artists design the visuals and simulate the flight in the same software, so a show can move in natural, living forms and still be safe to fly.

  • Shape the visuals and simulate drone spacing in one software, catching collisions yourself before the show goes to the manufacturer’s verification. 
  • Go beyond static shapes, with point simulations that let hundreds of drones flow in organic forms that are still flyable. 
  • Keep long shows flexible by defining shapes, drone counts and timing procedurally, so changes are quick and adjustments can be made right up to launch. 
  • Fit into any collaborator’s pipeline: cache simulations for other renderers, export CSV for code-based artists, or build models for real-time exhibitions.

“Using Houdini, you can do both the visual, the beautiful part, and also the technical hard part in one software.”
Jan Paul Dubbelman, Independent Artist


Automation & Variation

From One Hero Image to a Thousand

Tight deadlines and rounds of client feedback leave little time to explore, and every round of manual tweaking costs more. With PDG/TOPs, Houdini runs dozens of simulations, previews and texture exports automatically, so studios can show clients real options from the start and produce campaign assets at a scale that would be impossible by hand.

  • Bring a contact sheet of finished variations to the first meeting, so clients pick a direction instead of trading rounds of feedback. 
  • Let simulations, previews and texture exports run unattended, freeing artists to spend their time on lighting, cameras and new ideas. 
  • Set limits on how far variations can stray, so every result stays on brand and fits the layout, however many you generate. 
  • Get real 3D models out of every run, ready to retexture, relight or vary again, so the studio stays in control of the design.

“We spend less time tweaking parameters and watching caches cook, and more time working on lighting, refining our cameras and testing other routes.” 
Kieran Gee-Finch, Design Lead, Found

VESSEL: LONDON CRAFT WEEK
Found



Results in Motion Graphics

Found

Turned one hero image into 1,000 unique ones for London Craft Week’s 10th anniversary, from first R&D to final print in about two weeks.

Anyma

Delivered a seamless 6,000-frame, 8K sequence for Anyma’s show at Sphere, built by three teams in about a month.

Jakub Spaček

Automated more than 10,000 generative video sequences for The Origins, each built from a day of Bitcoin blockchain data.

A$AP Rocky “Helicopter”

Made new shots for the music video without reshooting by rigging Gaussian splat performers, with a core team of about seven.

Yan Paul Dubbelman

Choreographed seven-minute drone shows with drones flying at six metres per second in organic, collision-free formations.