← Studies · open source · v1.4 · 2026

§ 3.10

MotionCOPs — production tools for Houdini Copernicus

An open-source Houdini 21/22 Copernicus toolkit I've built and maintained for 2 years: 30+ reusable tools for GPU image processing, custom shader design, and procedural simulation, tested on long production sequences at resolutions up to 12K.

Methods
Houdini · Copernicus · Open source · GPU image processing · Shader Design
MotionCOPs — production tools for Houdini Copernicus cover
work made with MotionCOPs

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 — a blue, green, black, and white fluid-field composition made with MotionCOPs
Edge-of-Chaos Fluid — the project cover and a key production study: a reusable Copernicus fluid system developed with MotionCOPs workflows
23.Springs permanent LED installation for Granite Properties
23.Springs / Granite Properties — MotionCOPs-driven image processing and procedural distortion for a permanent 8K installation
OFFF Barcelona Screen projection driven by a monochrome fluid field
OFFF Barcelona Screen — the fluid system adapted through MotionCOPs for a large-format façade projection
Panoramic monochrome field study made with MotionCOPs
Field study / GitHub banner — a panoramic simulation study developed with MotionCOPs field-processing tools
Monochrome fluid-field study made with MotionCOPs
Fluid-field study — a finished image from the same production-tested Copernicus workflow
Dark procedural contour study made with MotionCOPs
Contour study I — feedback, edge analysis, and repeated line structures generated in MotionCOPs
Light procedural contour study made with MotionCOPs
Contour 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. Custom shader design and procedural shader networks connect these operations, turning simulation fields and color processing into reusable controls for texturing and look development.

I use these tools in production sequences spanning thousands of frames and in Houdini setups with thousands of nodes, including 100+ nodes in the fluid subsystem alone. Iteration speed, compute cost, memory use, and graph responsiveness are practical design constraints for these GPU/OpenCL workflows.

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.

related notes
COPs GPU Particle Advection →

Moving geometry through image-space velocity fields with OpenCL, then rasterizing the particles back into Copernicus layers.

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 seed
Growth 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 Copernicus
Pixel 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 tools
MotionCOPs v1.4 node catalog — simulation, stylization, analysis, layer bridges, time utilities, and color tools
Ripple Solver — a GPU wave simulation running directly in a Copernicus network
Ripple Solver — a GPU wave simulation running directly in a Copernicus network
Image analysis and SDF tools used to construct a crystalline growth study
Image analysis and SDF tools used to construct a crystalline growth study
A second crystalline variation built from the same field-analysis workflow
A second crystalline variation built from the same field-analysis workflow
Slope, directional occlusion, and range tools treating an image as a terrain-like field
Slope, directional occlusion, and range tools treating an image as a terrain-like field
Risograph palette and separation study using the mandrill reference image
Risograph palette and separation study using the mandrill reference image
Nine palette and dither variations from the procedural Risograph workflow
Nine palette and dither variations from the procedural Risograph workflow
Dither-mode comparison — noise, halftone, and ordered structures at print-detail scale
Dither-mode comparison — noise, halftone, and ordered structures at print-detail scale