List of SideFX Houdini Customers
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Since 2010, our global team of researchers has been studying SideFX Houdini customers around the world, aggregating massive amounts of data points that form the basis of our forecast assumptions and perhaps the rise and fall of certain vendors and their products on a quarterly basis.
Each quarter our research team identifies companies that have purchased SideFX Houdini for 3D Modeling from public (Press Releases, Customer References, Testimonials, Case Studies and Success Stories) and proprietary sources, including the customer size, industry, location, implementation status, partner involvement, LOB Key Stakeholders and related IT decision-makers contact details.
Companies using SideFX Houdini for 3D Modeling include: Framestore, a United Kingdom based Media organisation with 3000 employees and revenues of $1.55 billion, DNEG, a United Kingdom based Media organisation with 1000 employees and revenues of $700.0 million, Ubisoft Canada, a Canada based Media organisation with 4000 employees and revenues of $500.0 million and many others.
Contact us if you need a completed and verified list of companies using SideFX Houdini, including the breakdown by industry (21 Verticals), Geography (Region, Country, State, City), Company Size (Revenue, Employees, Asset) and related IT Decision Makers, Key Stakeholders, business and technology executives responsible for the software purchases.
The SideFX Houdini customer wins are being incorporated in our Enterprise Applications Buyer Insight and Technographics Customer Database which has over 100 data fields that detail company usage of software systems and their digital transformation initiatives. Apps Run The World wants to become your No. 1 technographic data source!
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| Logo | Customer | Industry | Empl. | Revenue | Country | Vendor | Application | Category | When | SI | Insight |
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DNEG | Media | 1000 | $700M | United Kingdom | SideFX | SideFX Houdini | 3D Modeling | 2021 | n/a |
In 2021, DNEG implemented SideFX Houdini for 3D Modeling across its feature-film VFX pipelines. The deployment focused on VFX and 3D modeling for feature-film production across DNEG's global studios, notably Vancouver and Montreal, supporting production work on Dune.
Configuration emphasized procedural environment generation and large-scale particle and heightfield simulation, inferred from case study descriptions. SideFX Houdini's node-based procedural workflows were applied to drive sand, dune and environment simulations, enabling iterative artist-controlled simulation passes and asset grooming. Houdini was used to produce simulation geometry and volumetric caches that integrate into downstream rendering and compositing stages of the film pipeline.
Operational coverage included VFX departments responsible for environment creation and effects, with studio-level rollout in Vancouver and Montreal and coordinated shot handoff and version management across sites. Governance centered on pipeline integration, standardized procedural rigs and artist workflows to maintain consistency for large-scale simulations across sequences. Workflows emphasized repeatability and parameterization to support rapid iteration during editorial and VFX review cycles.
SideFX Houdini produced the photoreal desert sequences for Dune through large-scale sand and dune simulations, demonstrating its role in DNEG's 3D Modeling and environment creation workflows. The DNEG SideFX Houdini 3D Modeling implementation shows alignment of procedural simulation capabilities to feature-film VFX production needs.
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Framestore | Media | 3000 | $1.6B | United Kingdom | SideFX | SideFX Houdini | 3D Modeling | 2025 | n/a |
In 2025, Framestore deployed SideFX Houdini to support its VFX and 3D work for film and television in the United Kingdom. The deployment positions SideFX Houdini as a core 3D Modeling application used for procedural city building, large scale destruction and creature effects across recent productions, enabling rapid iteration and high realism.
Implementation emphasized node based procedural workflows and the assetization of city building and simulation toolsets. Inferred use of Houdini destruction, crowd and character FX toolsets was applied to create repeatable digital assets and simulation driven pipelines that support iterative shot development and high fidelity creature effects.
SideFX Houdini was embedded into Framestore production pipelines at the shot level, integrating with asset management, render submission and compositing handoffs to maintain version control and compositing-ready outputs. Operational coverage focused on Framestore VFX departments delivering film and television projects in the UK, with tool deployment across layout, simulation and final effects teams.
Governance centered on standardized procedural assets, scene templates and review workflows, alongside automation for simulation caching and file versioning to reduce manual rebuilds and accelerate iteration. Framestore used SideFX Houdini on recent productions to achieve rapid iteration and high realism in complex city build, destruction and creature effect sequences.
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Ubisoft Canada | Media | 4000 | $500M | Canada | SideFX | SideFX Houdini | 3D Modeling | 2018 | n/a |
In 2018, Ubisoft Canada implemented SideFX Houdini as a 3D Modeling application to support games and 3D environment creation for Far Cry 5. The Ubisoft Montreal team used SideFX Houdini and Houdini Engine to procedurally generate terrain, biomes and asset placement at world scale, enabling faster content creation for open world levels.
The implementation centered on procedural world generation capabilities, leveraging node based procedural graphs and reusable digital assets to automate large scale environment assembly. Houdini Engine was embedded into Ubisoft Montreal in house editors to expose procedural tools to artists and level designers, allowing artist driven parameterization of terrain and asset distribution while retaining centrally authored procedural generators.
Operationally the deployment targeted environment art and level design groups within Ubisoft Montreal in Canada, integrating procedural generation into existing content creation pipelines and editor toolchains. The integration focused on automated asset placement and biome definition workflows, with Houdini Engine providing a runtime bridge between SideFX Houdini authored assets and the studio editors used by production teams.
Governance and rollout emphasized pipeline ownership and editorial control, with procedural digital assets maintained as versioned content and authoring workflows aligned to environment and gameplay requirements. The outcome reported in developer write ups was faster world scale content creation for Far Cry 5, reflecting SideFX Houdini use in a 3D Modeling role for large open world production.
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