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Fudged Up!

Client:Houdini MPM Piece
Role:Houdini TD & Creative Director
Year:2026
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Fudged Up!
Houdini Piece
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Inside a high-containment lab, Test Subject #25 is injected with an experimental anti-aging therapy. The trial goes sideways fast—triggering a violent, localized mutation that causes the muscle groups in the arm to swell, contract, and expand out of control.

Client: Personal R&D
Role: Houdini CFX & FX Artist
Year: 2026
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A full end-to-end CFX character pipeline, pushed as far as it could go without ever leaving Houdini.

Approach & Development

I started by laying down the motion foundation, capturing base performance data with Rokoko and retargeting it straight onto a custom rig using KineFX. From there, I built out a procedural skeleton-to-muscle anatomical system to act as my base layer.

The immediate problem: standard Houdini Muscle workflows rely on bone angles and joint distances to tell muscles when to contract. But in a mutation beat where the arm isn't moving much—yet the tissue itself is violently swelling—joint-driven activation gave me zero usable contraction data and broke volume preservation.

To sell the reaction in the shot, I also built a secondary environment pass: heavy chamber atmospherics and a fluid/cavitation bubble simulation using POP and Pyro to ground the muscle reaction in physical space.

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Every lab prop, mesh and texture was built to hold up under extreme volumetric strain.

Procedural Modeling & Texturing

To set the scene and house the character FX, I built out the environmental assets, lab props, and anatomical mesh adjustments directly in Houdini.

Procedural Modeling: Designed and proceduralized the lab containment environment and prop hardware inside Houdini. I also refined the underlying character base geometry to ensure clean topology for physical simulation, establishing precise muscle anchor points and proper volumetric clearance for the extreme deformation to come.

Texturing & Lookdev in Substance Painter: Exported UV-unwrapped environment and character assets into Substance Painter to author multi-layer texture sets. For the character, I authored specialized maps for Subsurface Scattering (SSS), micro-creasing, surface tension, and skin pallor shifts—ensuring the skin material reacted believably under high volumetric strain during the transformation beat.

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Credits

Direction
Concept & Direction — Ugo Angeletti
Layout & Camera — Ugo Angeletti
FX & Look
MPM Simulation — Ugo Angeletti
Modeling & Texturing — Ugo Angeletti
Lighting & Look Dev — Ugo Angeletti
Compositing — Ugo Angeletti
Tools
Simulation — Houdini
Rendering — Redshift
Compositing — Nuke
More work

More Houdini CFX, FX and procedural work.

Now showing — 2026 Showreel
01:42
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Houdini Generalist
Showreel 2026
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