GPU Liquid Simulation for VFX

Hero water shots. Minutes, not overnight.

A GPU-native liquid solver for film and games — large-scale water, splashes and whitewater at the speed of iteration.

Three meter-scale takes. Solve times on one GPU — typical scenes, about a few minutes each.

The takes

Flood

About 5 minutes on one GPU

Pour

About 2 minutes on one GPU

Bow wave

About 5.5 minutes on one GPU

Minutes per take

GPU-native from day one. Iterate on a shot several times before lunch instead of once overnight.

Built for big water

Engineered for large uniform grids — oceans, floods and wakes, not just glasses of water.

Pipeline-friendly

Designed to slot into Houdini and the renderer you already use. OpenVDB and Alembic are first on the export roadmap.

Where we are

  1. First shots are up
  2. Demo reelNow
  3. Closed beta

Get early access

Watch the reel, then join the closed beta. Low volume, no spam, unsubscribe anytime.

What you're probably wondering

Is this a Houdini plugin?

That's the plan — Houdini integration on top of a standalone engine. The exact shape is being decided now, and the waitlist hears first.

What will it export?

OpenVDB and Alembic are at the front of the roadmap, so caches drop straight into the pipeline and renderer you already use.

What kind of shots is it for?

Big water: oceans, floods, wakes and interaction splashes. The goal is taking heavy water shots from overnight sims to minutes per take.

When can I get my hands on it?

The demo reel is live. Closed beta next — both through the waitlist, in order.

A real solver core, built by a team that ships production GPU simulation every day — now pointed at film water.