Nicole Moudaber
A procedural character system in Houdini. One goddess avatar, many variants, with mocap-driven snake simulation, for a techno DJ's stage show.
A Medusa avatar for a stage show, standing in for Nicole herself: a figure of female power drawn from Greek myth and science fiction, driven by motion capture. The client needed variations, so the character was built as a system rather than as an asset.
The system
The goddess is generated procedurally in Houdini. The snake hair is a simulation per mocap take, cached to Alembic, with controllers to switch takes and export the cache.
Shaders were authored twice, Redshift for the offline renders and Unreal for the real-time path.



With the project on schedule, the art director and I added a dancer built from the same setup, with scales added for a snake-like element.

- Role
- 3D designer. Procedural character system, simulation, shaders
- Built with
- Houdini · Redshift · Unreal Engine · motion capture
- For
- Nicole Moudaber, live show visuals
- Studio
- Volvox Labs
Gallery




