Helios · /ˈhiː·li·əs/ · the sun, personifiedEst. MMXXVI · a study of pigment & light
A painting studio built on real physics

Paint that behaves
like actual paint.

Helios isn’t a set of brush stamps that imitate media. It’s a real-time simulation of pigment, water, and oil — flowing, mixing, and drying on a physical canvas. Built for concept artists and professional digital painters who want the medium to push back.

Five centuries of craft · one fluid solver
RECORDED LIVE IN THE SIMULATION — NO SPEED-UPS, NO COMPOSITING
++++
Plate I — Wet-on-wet study
Oil & watercolor · painted in Helios · untitled session
The engine

A wet, living canvas — solved every frame

Under the surface, a GPU fluid solver runs the same model from delicate ink wash to heavy impasto. Water carries pigment, evaporates, and leaves granulation in the paper’s tooth. Oil piles into ridges that catch the light.

fig. 01

Fluid dynamics

Pressure-driven flow, diffusion through wet regions, and evaporation that precipitates pigment into the substrate — true watercolor blooms and backruns, not textures.

fig. 02

Layered impasto

The viscous model stacks paint in real layers. Cross a thick stroke over another and the upper paint sits proud — raking light reveals genuine topography.

fig. 03

Real bristle brushes

Over a thousand individual bristles per brush pick up, drag, and release paint — splaying under pressure and carving furrows the way a loaded brush actually does.

Color & matter

Old pigments, new mathematics

Every color in Helios is a pigment with physical behavior — and every medium is a coordinate in one continuous simulation, not a separate tool.

One algorithm, infinite media

A continuous map of creative terrain

Helios doesn’t ship a watercolor tool and an oil tool and a pastel tool. A single simulation governs every medium — and the difference between a translucent ink wash and buttery impasto is just a position in a continuous parameter space. There are no hard edges between media, only terrain to explore.

  • Wetness, viscosity, pigment load and more, all freely adjustable
  • Slide from watercolor to oil and watch the paint transform in real time
  • Find your own regions between the named media that no tool would have given you
fig. 04 — the media continuum · six anchors, infinite terrain
Typical softwareRGB average
Ultramarine= mudCadmium yellow
HeliosKubelka–Munk · 31 bands
Ultramarine= a clean greenCadmium yellow
fig. 05 — the same two pigments, two ways of mixing
Spectral color science

Mix like pigments, not like pixels

Most software blends color by averaging screen values — mix blue and yellow and you get mud. Helios mixes the way real paint does, simulating how each pigment absorbs and scatters light across the full visible spectrum.

  • Kubelka–Munk pigment mixing across 31 spectral bands
  • CIE 1931 color matching for true-to-eye rendering
  • Blue + yellow makes green — exactly as on a real palette
Physical substrates

The paper fights back

Every canvas is a procedurally generated fiber matrix with real tooth, absorbency, and grain. Choose your surface and the paint responds — pooling in the valleys, catching on the peaks, darkening at drying edges.

  • Cold-press watercolor paper with strong granulation
  • Woven cotton & linen canvas for oil and acrylic
  • Handmade rag paper with visible curling fibers
fig. 06 — a wash settling into cold-press tooth
True fluid dynamics

Watercolor solved by the actual physics

The wet phase isn’t a diffusion blur dressed up to look like paint. It’s a real-time Navier–Stokes solver running on your GPU — the same equations that govern any incompressible fluid, applied to water carrying pigment across a porous substrate.

VORTICITY IS PRESERVED — ROTATION PERSISTS INSTEAD OF DECAYING TO A SMOOTH BLUR.

fig. 07

Coffee-ring darkening perimeter evaporation

Wash edges lose water faster than the interior (more air contact per unit volume). Carrier flows inward-to-outward to refill the rim, carrying pigment that strands there as it dries — the classic dark tide line around a drying wash.

fig. 08

Granulation discrete pigment grains

Pigment is simulated as individual grains advected by the flow, not a smooth concentration. They settle into the paper’s tooth and collect in vortex cores, giving the speckled, mottled texture of granulating pigments.

fig. 09

Blooms & backruns drying-front instability

Drop fresh water into a half-dry wash and it shoves the settling pigment outward, blossoming into the feathered cauliflower edge every watercolorist knows — emergent from the flow, never stamped on.

fig. 10

Curling wakes & eddies conserved vorticity

Because the velocity field is projected divergence-free, rotation survives. Fast brush motions trail recirculating wakes and wet pools swirl with eddies, instead of relaxing instantly to a flat gradient.

fig. 11

Pooling & tide lines hydrostatic pressure

Paint height feeds a pressure source term, so thick puddles push outward from their deepest point. Pigment piles up and darkens where the flow stalls at a drying boundary.

fig. 12

Fiber wicking substrate-guided tendrils

At the wet front, pigment particles spawn and travel along the substrate’s fiber directions, dragging color into the paper as feathered tendrils that follow the grain — the way ink wicks into real fiber.

Introducing real brushes

Four brushes, four temperaments

A brush isn’t a stamp — it’s a physical object with a will of its own. Helios ships four brush engines spanning a spectrum from exact control to wild, expressive character. Pick the one that suits the mark you want to make.

i.

Cosserat rod the real one · most realistic

Each bristle is a continuum elastic rod that bends, twists, and springs back like an actual hair. The most physically faithful brush in Helios — every nuance of pressure, drag, and release lands in the mark. This is the gold standard.

ii.

Inverse kinematic swishy · a different character

Driven by an IK chain rather than raw bristle physics, this one has a loose, swishy response all its own — it flows and trails through a stroke with a distinct, lyrical feel, a world apart from the rod’s exacting fidelity.

iii.

Swarm controllable · least character

The closest thing to a traditional digital brush: a fixed swarm of bristles that tracks your cursor precisely. The most controllable and predictable of the four — when you want command and repeatability over emergent surprise, reach for this.

iv.

Verlet integration calligraphic · character over control

Verlet-integrated bristles carry real momentum and inertia, giving strokes a gestural, calligraphic life. The trade is control — like a real loaded brush it has a mind of its own, and learning to drive it is part of the craft.

The studio

Built for the way professionals work

A focused toolset that stays out of the way — so the painting, not the interface, is what you think about.

№ 01

Many media, one engine

Ink, watercolor, gouache, acrylic, oil, pastel — and everything in between. Not a handful of presets, but a continuous space you dial into.

№ 02

The Voronoi palette

An 80-cell mixing map: tap a cell to load it, and its color bleeds to neighbors with distance falloff. Mix new pigments simply by sampling between them.

№ 03

Perceptual color picker

An OkLCh picker built for artists — adjust lightness, chroma, and hue in a space that matches how your eye actually reads color.

№ 04

Reference on canvas

Drop reference images straight onto the workspace and sample directly from them while you paint.

№ 05

Tool presets

Save any brush, its load, and its behavior as a preset. Build a personal kit and recall it in a click.

№ 06

Export your work

Save sessions in Helios’s native format, or export finished pieces ready for portfolio and print.

60 fps
Real-time at 2K canvas
31
Spectral color bands
1024
Bristles per brush
GPU
Accelerated solver
The salon

First works from the studio

Three walls, reserved. The first paintings made in Helios will hang here — our first invited artists are at their easels now.

[ placeholder · hero artwork · 3 : 2 ]
A painting will hang here
Salon painting I (placeholder)
Salon I — Untitled, forthcoming
Oil on simulated linen
[ placeholder · hero artwork · 4 : 5 ]
Awaiting first strokes
Salon painting II (placeholder)
Salon II — Untitled, forthcoming
Watercolor on simulated cold-press
[ placeholder · hero artwork · 4 : 5 ]
Reserved for the first invited artist
Salon painting III (placeholder)
Salon III — Untitled, forthcoming
Gouache on simulated rag paper
System requirements

A real simulation requires a decent GPU

Helios runs a true physical simulation on your graphics card every single frame. That isn’t cheap, and we’re not going to pretend otherwise — the payoff is paint that genuinely behaves like paint. To feel it, you’ll want capable hardware.

req. 01

A modern GPU

The solver lives on GPU compute. A recent dedicated graphics card is strongly recommended — the more capable it is, the larger the canvas you can paint in real time.

req. 02

8 GB of VRAM or more

The simulation keeps large multi-field buffers resident on the GPU. We recommend at least 8 GB of video memory — and more headroom for big canvases.

req. 03

Loves Apple Silicon

Helios runs beautifully on an Apple Silicon MacBook Pro — the unified memory and integrated GPU are a natural fit for the engine.

Hardware varies, and only your machine knows for sure. Check your GPU against the recommendations above before you buy — we’d rather you know exactly how Helios will run for you than take our word for it.
Coming soon

The studio is nearly ready.

Helios is in final preparation. Leave your email and we’ll let you know the moment the studio opens.