MotionCOPs — production tools for Houdini Copernicus
An open-source Houdini 21/22 toolkit I created and maintain to extend Copernicus into a practical motion-design environment: GPU image processing, simulation, stylization, color, and point-to-layer workflows tested in daily production at 10K+ resolution.
MotionCOPs was built through production. Every image below is my own work, made primarily with the toolkit across commissioned installations, large-format screen work, and self-directed studies. The tools and the images evolved together.
Edge-of-Chaos Fluid — the project cover and a key production study: a reusable Copernicus fluid system developed with MotionCOPs workflows
23.Springs / Granite Properties — MotionCOPs-driven image processing and procedural distortion for a permanent 8K installationOFFF Barcelona Screen — the fluid system adapted through MotionCOPs for a large-format façade projection
Field study / GitHub banner — a panoramic simulation study developed with MotionCOPs field-processing toolsFluid-field study — a finished image from the same production-tested Copernicus workflow
Contour study I — feedback, edge analysis, and repeated line structures generated in MotionCOPsContour study II — a second parameter state from the same procedural system
// 01 · notes
MotionCOPs grew out of the missing operations I kept encountering in real Copernicus work. Each node began as something I needed in production, then was generalized, named consistently, documented, and packaged so the same workflow could be reused by other artists.
The toolkit now spans more than thirty nodes: organic growth and ripple solvers, dithering and risograph processes, SDF and image analysis, pixel sorting and distortion, point-to-layer bridges, time and cache utilities, and Kubelka–Munk color mixing. The common idea is to treat an image as a field that can be simulated, sampled, transported, and recombined on the GPU—not only as a finished frame.
I created and maintain the package, including tool design, Houdini implementation, production testing, documentation, release packaging, and compatibility across Houdini 21 and 22. The public repository remains the source for installation instructions, releases, and the complete node catalog.
Many of the technical notes on this site were written while these tools were taking shape. The articles below preserve the smaller experiments behind individual MotionCOPs nodes—from color mixing and GPU particle transport to wave simulation and SDF-driven distortion—so the toolkit and the thinking around it can be followed in both directions.
SDF gradients turned into controllable UV offsets for gravitational-lensing-style image distortion.
// moving studies
Short loops from the toolkit in use. These are not isolated render tests: each one shows a reusable node or workflow exposed through MotionCOPs controls.
Growth Propagation — an organic spreading structure developing from a sparse seedGrowth Propagation — a denser branching behavior from the same node family
Directional control — steering growth with a field while retaining local branching behavior
Swirl — a procedural scalar-field animation built inside CopernicusPixel Sorting — GPU-accelerated sorting with an animated growth mask
// 02 · process · 8 images
MotionCOPs v1.4 node catalog — simulation, stylization, analysis, layer bridges, time utilities, and color toolsRipple Solver — a GPU wave simulation running directly in a Copernicus network
Image analysis and SDF tools used to construct a crystalline growth studyA second crystalline variation built from the same field-analysis workflow
Slope, directional occlusion, and range tools treating an image as a terrain-like field
Risograph palette and separation study using the mandrill reference imageNine palette and dither variations from the procedural Risograph workflow
Dither-mode comparison — noise, halftone, and ordered structures at print-detail scale