CrusherSOP released!

August 1st, 2019

CrusherSOP is a Houdini HDA designed to speed up process of artistic fracturing geometry. It makes the process quick and efficient. Based on drawing curves in viewport to cut the object. Tested and improved over the course of producing promo video.

Available with example HIP Scene where promo video was created. Every step is described and explained. Includes library of HDA tools that speeds up daily RBD tasks.

You can use CrusherSOP HDA and HIP Scene to build your RBD demoreel or enchance your existing workflows.

More info at

Extending Houdini’s 13 Whitewater and FLIP

January 3rd, 2015


I added features on top of Houdini’s 13 whitewater and FLIP sim and render workflows. Let me know what u think.

FLIP base sim:
– Normal gravity
– UV regeneration
– 2D/3D seamless surface blend ( with UV and N attributes)

Spray sim and render:
– removed divegrance from velocity field – adds large scale motion to spray
– surface tension – adds small scale characteristics
– drag force applied on the edges of spray body
– Phong specular component at render time for spray

Example of application – ehhh, I run out of time to sim and render anything better. That was already overkill as for rendering on my laptop. I wish I had a chance to test those features in production. I think there is some potential!


Project finished in Feb 2014


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FX Demoreel 2014

August 20th, 2014

Presenting work done since the beginning of my feature film career. None of the shots would be possible without tremendous effort of talented fellow artists from Pixomondo Berlin and ScanlineVFX.

Thank you,
Michal Maciejewski

Captain America: The Winter Soldier (2014)
Pompeii (2014)
300: Rise of an Empire (2014)
Iron Man 3 (2013)
Man of Steel (2013)
Journey 2: The Mysterious Island (2011)
Hugo (2011)
Fast 5 (2011)
Red Tails (2011) (not included)

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Houdini Splash rnd

August 13th, 2013

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Iron Man 3

June 1st, 2013


I just came across this article about Scanline VFX work on IM3. Good read, and there is plenty of images from my shots. Check out those beautiful explosions and volumetric dust clouds.

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2D Fluid Solver in MXS

July 25th, 2012


Ok, this time I have something different then usual. I refreshed my skills in scripting a bit.
I was always courious how grid solver works under the hood. As far as I can imagine SPH guys, grid was kind of mysterious one.

After little research I reached origins of fluid solvers that we are using in todays 3d packages. One of the first guys who put together stable fluid simulator was Jos Stam, implementing it into Maya 4.5 as Maya Fluids in 2003. Jos has published number of publications about fluid research he made, its all available on his website.

So yeah, I used his method described in this paper to implement 2D fluid solver into 3ds via MaxScript. Its not a tool or plugin, just a proof of concept.

You are welcome to download my script from ScriptSpot and play with it. See how slow it is ;P



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FishyFishy crowd system

March 23rd, 2012


It was supposed to be a simple viewport capture with some fish playing around, and ended up like this.

Few rules combined together, and we get boids behavior. Check out Craig Reynolds paper about crowd system to get more info on that subject. All of AI and crowd system in games and movies are based on that.

I animated fish with bones and expressions so I could get at least a bit of procedural taste. Houdini….

Check it out!

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Hello Vancouver!

February 1st, 2012

Greetings from one of the most busy VFX place to be.

Journey 2: The Mysterious Island Trailer

November 14th, 2011

Another film that I had chance to work on. Thanks guys for great work!


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YouTube Direkt


Houdini Splash Tool

September 6th, 2011


No RnD for some time, since of very crazy times because of finishing another project, and finally here it is. I was working on procedural DA Splash tool for Houdini, thats the progress that I have accomplished few months ago. I would love to push it a bit further, but really not now. I have implemented basic controlls for gun-like setup. Viewport preview of point instanced geometry and ground deformation RBD (not on video). I’m planning to release a OTL so you can use, look into in and give me a feedback.

Thats how Houdini journey begins 🙂



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