KA_Monarch_Showreel

πŸ¦‹ Luxury FX & Procedural Design: It’s a great honor to have several of my FX shots featured in the official Monarch.tv showreels, a visual journey through high-end beauty and luxury campaigns.


During my collaboration with this exceptional French studio, I contributed Houdini-based simulations and procedural setups for commercials, some of which were for the world’s most prestigious brands. Seeing my FX integrated into such polished, emotionally driven campaigns is a reminder of the power of detail, timing, and collaboration. 

KA_Wonderland_Dexter_Studios


🧠 Wonderland – Artificial Intelligence FX Development
🎞️ Netflix Feature Film | Dexter Studios, South-Korea

For over 1.5 years, I worked at Dexter Studios, contributing to Netflix's Wonderland. I was responsible for developing the artificial intelligence effect, a high-resolution, dynamic volume simulation that visually embodies the artificial intelligence in the film.

The artificial intelligence effect was not just swirling - it was a complex, evolving volume that conveyed emotion and presence, playing a key role in the film's narrative. This effect appeared in over 53 scenes and became one of the most critical visual elements in the film. The effect even played a prominent role in the teaser, drawing attention to the artificial intelligence's significance. I was responsible for developing and executing all simulations representing artificial intelligence throughout the film, including scenes where the simulations directly interacts with the actors. 

 

🎨 This Fluid-Art technique demonstrated here was a key part of the methods used during the production of Wonderland.

πŸ” My responsibilities included:

  • πŸ”¬ Research & Development of a volume-based Houdini asset for dynamic, emotionally expressive simulations

  • 🧩 Custom FX system design, optimized for scalability and integration across the production

  • πŸ’‘ Lighting, rendering of all artificial intelligence-related scenes

  • ⚙️ Pipeline optimization to allow efficient production of complex effects at scale

The procedural asset I developed became a core part of the film's visual language, enabling the efficient production of these detailed simulations across 53 scenes. Despite being invited to the premiere in Seoul, I couldn't attend due to overlapping work commitments, but I’m extremely proud of the impact this effect had on the film.

🎬 Featured Credit - Andras FX:

Studio Name: Andras FX Credit: Fx Artists - Andras Kiraly

Credited as an independent VFX Studio in the official end credits. 

In the sci-fi drama Wonderland, I was honored to contribute as an FX Artists under my own independent label, Andras FX. My name was featured in the official end credits, not only as a collaborator, but as a distinct entity among major studios a recognition of both my creative and technical contribution to the film. I am very grateful to the entire Dexter Studios team for the trust and support.


 

KA_λ°±ν˜„_Baekhyun_Pineapple_Slice

🎼 Baekhyun Pineapple Slice project, created with Vinyl Creative, demonstrates the power of procedural animation and simulation.

πŸ” Technical Breakdown:

  • πŸ¦‡ Simulation: One of the key elements of this project was the use of crowd simulation. The agents were given behavior-driven animations, with variations added to ensure that each character felt unique. The simulation was designed to mimic natural, adding realism to the scene.

This project was rendered using Karma, Houdini’s high-performance, physically-based renderer.
 

KA_&_Umbrella_Cupra_Design_Manifesto

🎬 This R&D project explores stylized surface deformation and particle interaction in a surreal, dreamlike composition. The setup combines custom VEX-driven noise fields, attribute-based animation and vellum simulation.

KA_Procedural_Flower_Shiseido

🌸This project showcases the creation of a procedurally generated flower, built entirely in Houdini. The goal was to design a system that allows for easy manipulation of the flower's shape and animation through adjustable parameters.

πŸ”§ Key technical elements:

  • πŸͺ» Geometry Creation: The flower's petals and components were procedurally modeled, providing flexibility for easy shape modification and variation. 

  • πŸŒ€ Animation: The flower's blooming and movement were achieved through a parameterized animation system, enabling precise control over the timing and style of the motion.

  • πŸŽ₯ Rendering: The final renders were produced using Redshift, leveraging its speed and photorealistic rendering capabilities to capture the fine details of the flower.

This project was part of ongoing R&D for Monarch.tv, where I tested various visual styles and technical approaches for high-end commercial and beauty-related productions.

KA_Sting_Viper_Boxing_Shoe

πŸ₯Š This project demonstrates the creation of a thin metallic layer simulation, crafted entirely in Houdini. The objective was to design a system capable of simulating the behavior and appearance of liquid metal, specifically tailored for the Viper boxing shoe.

πŸ”§ Key technical elements:

  • 🌊 Fluid Simulation: The metallic layer's movement and shaping were achieved using Volume simulations, enabling realistic behavior and dynamic interactions.

  • 🧩 Layering: The interactions between various layers and their effect on the simulation were modeled procedurally, ensuring precise control over the final look.

  • πŸŽ₯ Rendering: The final frames were rendered using Redshift, utilizing its speed and photorealistic capabilities to achieve the desired high-quality visual.

This project was part of my R&D where I tested various visual techniques and technical approaches for high-end commercial products.

KA_Most_Vagy_Soha_R&D (FOCUSFOX)

🏠 In this project, I developed a procedural roof generator for the Hungarian film "Most vagy Soha" ("Now or Never"). The custom-built asset allowed the production team to generate all the rooftop structures seen in the film, enabling efficient and flexible scene creation.

πŸ”§ Key Features:

  • πŸ”¬ Procedural Asset Development: I designed a Houdini-based asset that automates the creation of complex roof structures. The asset allowed the team to quickly iterate and modify rooftops as required.

  • 🏘️ Versatile Roof Design: The procedural system was flexible enough to generate different types of rooftops, from traditional to modern, while maintaining a consistent level of detail and realism. The rooftops were historically accurate, matching architectural references from various eras. It was also capable of generating rooftops in different conditions from pristine new builds to weathered, damaged, or aged surfaces.

  • ⏱️ Efficient Workflow: The procedural approach drastically improved the efficiency of the workflow, allowing the team to create multiple rooftops for different environments in a short amount of time, without compromising quality.

  • πŸ”„ Seamless Integration: The asset was designed to integrate smoothly into the overall production pipeline, providing an easy-to-use solution for the film's visual needs.


KA_TΓΌndΓ©rkert_CABBAGE

⚔️ TΓΌndΓ©rkert – My Work on the Historical Series with Cabbage Studio

I recently had the opportunity to work with Cabbage Studio on the Hungarian historical TV series "TΓΌndΓ©rkert". The project was a fantastic blend of storytelling and visual world-building, and I was involved in several key aspects of the post-production pipeline.

My responsibilities included replacing on-set proxy objects with high-quality 3D assets and handling full 3D and compositing tasks:

    πŸ”Ή πŸŽ₯ Camera tracking  
    πŸ”Ή πŸ› ️ Modeling  
    πŸ”Ή 🎞️ Animation  
    πŸ”Ή 🎬 Lighting, rendering, and compositing the final shots

For this project, I used a Houdini-to-Nuke workflow, allowing for a highly procedural and flexible approach. All assets, animation, and lighting setups were handled in Houdini, while the final shot assembly and fine-tuned compositing were done in Nuke to ensure full visual consistency with the filmed footage.

KA_Hadik_Spectral_Visual

πŸ’₯ Hadik – Explosion & Smoke FX for the Feature Film

I had the chance to work on the Hungarian feature film Hadik in collaboration with Spectral Visual. My role focused on creating realistic explosion and smoke simulations to enhance the film's action scenes.

I was responsible for the full VFX pipeline of these effects:
    πŸ”Έ πŸ”₯ Simulation (explosions & smoke)
    πŸ”Έ 🎬 Lighting, rendering, and compositing the final shots

All FX were developed in Houdini, with a focus on natural motion and visual impact. I lit and rendered the shots, then composited them to match the live-action plates, ensuring seamless integration into the final scenes. 

KA_Shadow_And_Bone_Spectral_Visual

⚔️ Shadow and Bone – FX Work for the Netflix Series

While working with Spectral Visual, I contributed to the Netflix fantasy series Shadow and Bone, where I was responsible for several destruction and explosion effects.

πŸ” My main tasks included:
    πŸ”Έ 🌍 Ground hits
    πŸ”Έ 🌳 Tree hits
    πŸ”Έ πŸ’₯ Explosions using grain-based simulations in Houdini
    πŸ”Έ 🎬 Lighting, rendering, and compositing the final shots

I focused on achieving physically believable impacts and debris behavior through grain simulations, ensuring the effects fit naturally into the environment. Each element was fully rendered and composited to match the cinematic look of the series. 

KA_Midsommar_Front_VFX

🎬 Film: Midsommar (2019)

🏒 Studio: Front VFX

Midsommar, directed by Ari Aster, is a visually striking psychological horror film that juxtaposes disturbing rituals with the brightness of endless Scandinavian summer daylight. I had the opportunity to contribute to this unsettling masterpiece through Front VFX, focusing on a range of Houdini-based FX work.

My contributions included:

πŸ”΄ Blood Simulations:
Several scenes required realistic, physically accurate blood effects. I was responsible for simulating how the blood flows, splashes, and interacts with surfaces ensuring it felt organic and grounded in the film’s intense atmosphere.

🩻 Softbody Simulations:
From subtle body deformations to violent impacts, I created softbody dynamics that brought realism to some of the film's more grotesque moments.

🎬 Lighting, rendering, and compositing the shots.

KA_Procedural_Flower_Monarch

🌸 Procedural Flower — Houdini FX / Lookdev Breakdown

This project showcases the creation of a procedurally generated flower, built entirely in Houdini. The goal was to design a system that allows for easy manipulation of the flower's shape and animation through adjustable parameters.

πŸ”§ Key technical features:

  • πŸͺ» Geometry Creation: The flower's petals and components were procedurally modeled, providing flexibility for easy shape modification and variation, based on a custom-developed procedural plant generator.

  • πŸŒ€ Animation: The flower's blooming and movement were achieved through a parameterized animation system, enabling precise control over the timing and style of the motion.

  • πŸŽ₯ Rendering: The final renders were produced using Redshift, leveraging its speed and photorealistic rendering capabilities to capture the fine details of the flower.

  • 🧬 Procedural System: This flower was created using my proprietary procedural plant generator, a flexible Houdini-based setup that has been successfully applied in multiple commercial, beauty, and luxury projects. This project was part of ongoing R&D for Monarch.tv, where I tested various visual styles and technical approaches for high-end commercial and beauty-related productions.

KA_Fluid_Art_R&D

πŸ’§ Wonderland -  Houdini Fluid R&D.

This project explores the artistic potential of Houdini's Volume/FLIP fluid solver through a series of high-resolution, abstract simulations. The goal was to create visually rich, painterly motion merging technical precision with a fluid, organic aesthetic.

πŸ”Technical Breakdown:

  • 🌊 Volume Simulation:
    Utilized Houdini’s Volume solver with fine-tuned viscosity and custom velocity fields to create dynamic, paint-like fluid motion. The simulation generated over 1TB of data across multiple caches.

  • πŸ’« Particle Simulation Layers:

    The particle simulation consists of several layers, each controlled by point advection from the volume simulation. This multi-layer approach adds complexity, enhancing the overall textural richness of the fluid motion. 

  • 🎬 Custom Shaders & Lighting:
    Shading was achieved using Redshift. Dynamic lighting setups emphasized the flow and depth of the fluid.

  • 🎨 Workflow Focus:
    A fully procedural pipeline was maintained, allowing quick iterations and stylistic variations — from oily abstract motion to crisp, paint-like behaviors.

This piece demonstrates the expressive side of simulation, bridging the gap between visual effects and generative art.


KA_Fluid_Art_R&D_Instances

🌊 Fluid Simulation R&D - Instances

  • πŸ“Š Procedural Instancing 
    This project explores the power of procedural instancing within Houdini to create intricate, dynamic visuals. The method allowed for the efficient generation of complex structures without compromising performance.

  • 🎨 Artistic Focus 
    By using procedural instancing, I could focus on the artistic aspect to create a natural flow throughout the scene.

  • πŸ’‘Rendering with Redshift 
    Working with Redshift for rendering enabled me to bring these procedural structures to life with realistic shading effects.

  • 🧩 Houdini’s Flexibility 
    The project showcases Houdini’s procedural tools, emphasizing their versatility in both technical accuracy and in creating visually compelling, dynamic art.

  • πŸš€ Future Exploration 
    I’m excited about the potential of this method in future projects and look forward to exploring more complex and abstract simulations.







KA_Procedural_Design_R&D

πŸ•Έ️ Procedural Design Development in Houdini

  • ⚙️ Procedural Design Creation 
    This project showcases a procedural design that I developed in Houdini, enabling complex and dynamic transformations within a 3D space.

  • πŸ”„ Advanced Simulations & Procedural Generation 
    The asset is designed for advanced simulations and procedural generation, ensuring flexibility and precision in various workflows.

  • 🎬 Ideal for Complex Animations 
    It’s perfect for creating intricate animations that require high-end procedural workflows, offering adaptability for various creative needs.


KA_INK_RnD_Monarch_L’OrΓ©al_Paris

πŸ–‹️ Ink R&D with Monarch.tv for L'OrΓ©al Paris 

  • πŸŒ€ Pyro & Volume Advection 
    Built entirely in Houdini, volume advection and particle-driven density fields to replicate the smooth, organic motion of ink dispersing in liquid.

  • 🎨 Stylized Ink Effects 
    The goal was to create a visually rich yet controllable system for stylized ink effects, balancing artistry with technical precision.

  • 🌟 Rendering with Redshift 
    Rendered in Redshift, the final look emphasizes softness, depth, and painterly qualities, making it suitable for high-end beauty and branding visuals.

  • πŸ–€ Mesh Versions & Metallic Shaders 
    Mesh versions were also created with different colors and metallic shaders, and additional simulations were performed for further refinement.

 

KA_Phyllotaxis



🌱 Production-Proven Procedural Plant Generator.

This project showcases the development of a procedurally generated plant generator, entirely created using Houdini. The goal was to design a system that allows for the automatic creation of plants, where parts of the plant can be layered and modified endlessly, providing flexibility and animatability.

 πŸ”§ Key technical elements:

  • ⚙️ Procedural Modeling: The geometry of the plants was procedurally generated, enabling quick and flexible adjustments to the design.

  • 🧩 Layering: The interactions between different layers and their effects on the simulation were modeled procedurally, ensuring precise and controlled results.

  • πŸŒ€ Animation: The growth and movement of the plants were achieved through a parameterized animation system, allowing fine-tuning of timing and style for the movements.

  • πŸ”— Seamless Geometry Connection:
    All geometry parts (stem, branches, leaves) connect seamlessly without visible gaps, allowing extremely detailed close-ups and macro shots without any artifacts.

  • πŸ† Production Use:
    This plant generator has been utilized in multiple professional productions, including luxury brand commercials and television identities. Notably, it was part of the visual development for a Shiseido commercial, among other high-end projects, proving its efficiency and production-grade reliability.


 


                       

   




KA_Printed_Circuit_Board.

🧊 This project demonstrates the creation of a procedurally generated printed circuit board (PCB) system, entirely built using Houdini. The goal was to design a system capable of automatically generating any desired PCB with dynamic flow simulations. This was part of the work done for the Hungarian film "Az Úr Hangja", produced by Front VFX.

πŸ”§ Key technical elements:

  • πŸ› ️ Procedural Modeling: The PCB geometry was procedurally generated, enabling rapid and flexible modification for various designs.

  • πŸ”ŒAutomated System: The system was designed to automatically generate the desired PCB and its associated functionality, minimizing manual intervention.




  

KA_AirFlow_Motion_Induced_Dust_FX_in_Houdini

🌬️ KA_AirFlow | Motion-Induced Dust FX in Houdini

πŸ› ️ Tool: Houdini
🎞️ Technique: Motion-driven velocity volume + layered particle sim
πŸ“ Focus: Visualizing real-world object motion through dust dynamics
πŸ§ͺ Context: Personal RnD

πŸ’‘ What was the idea?

Instead of using noise-based flow or abstract forces, this setup explores how real physical movement - such as a person or object moving through air - can shape a velocity field. The dust doesn’t just float; it reacts to the actual displacement of volume by motion, turning invisible air into a cinematic trail of flow.

πŸŒ€ Houdini Approach

  • Motion-Captured Volume Velocity: A 3D object (or human form) moving through a volume container generates a real velocity field. This field is then used to advect particles.

  • Primary Dust Advection: Dust particles are carried by the velocity field left behind by the moving object.

  • Secondary Particle Simulation: A complementary POP sim adds micro debris and atmospheric detail, reacting to the base motion trails for richer visuals.

🎯 Key Challenges

  • πŸƒ Accurate Flow from Body Movement: Extracting clean, readable motion fields from the complex geometry and motion of a person or object.

  • πŸ’¨ Controlled Wake Behavior: Avoiding chaotic swirls while maintaining a natural dissipation.

  • πŸ” Layer Synchronization: Ensuring both particle layers evolve consistently over time and match the velocity cues.

✨ Result

The system creates a ghostly echo of movement - as if the air remembers where something just passed through. Ideal for sci-fi, magic realism, or visualization-heavy sequences where a character’s movement should leave a dynamic atmospheric imprint.





RBD Simulation with Whale Constraints – Houdini (2017)

πŸ‹ FINA World Championships 2017

This project involved the creation of rigid body dynamics (RBD) simulations for sculptural elements used in the 2017 FINA World Championships promotional video. I was responsible for ensuring that the sculptures, designed by GΓ‘bor MiklΓ³s SzΕ‘ke, interacted realistically in motion, maintaining physical accuracy throughout.

🎯 Challenges & Solutions:

  • Custom Constraints: I developed custom constraint networks in Houdini to simulate the interaction between the sculptures and prevent collision during complex movements.

⚙️ Tools & Techniques:

  • Software: Houdini

  • Techniques: Rigid Body Dynamics (RBD), custom constraints, collision handling, break thresholds

πŸ”— Visual Breakdown:
The constraint setup used in the simulation can be seen below. I focused on ensuring that each sculpture moved seamlessly while respecting physical interactions.



KA_Procedural_Fish_Swarm_Simulation

🐟 FINA World Championships – Procedural Fish Swarm Simulation

πŸ“† Year: 2017
πŸ› ️ Role: Houdini FX Artist (Procedural Simulation)
🎞️ Project Type: Promo Campaign

In 2017, I was responsible for developing a fully procedural fish swarm simulation system for a promotional video created for the FINA World Championships. The goal was to generate a dynamic, organic vortex movement with hundreds of fish behaving in a natural yet controllable formation.

πŸ”§ Technical Approach:
The setup was built entirely in Houdini, utilizing:

  • πŸŒ€ Curve-based guide systems

  • πŸŽ›️ Attribute-driven controls (turn radius, vortex offset, time randomization)

  • 🎲 Noise and variation layers for organic motion

  • ⚙️ Custom UI sliders for easy art direction





KA_Position_Based_Dynamics_R&D


πŸ”¬ PBD Sticky Jelly R&D

  • ⚙️ Position Based Dynamics (PBD) in Houdini 
    This project explores Houdini's Position Based Dynamics (PBD) to simulate a sticky, jelly-like substance, focusing on material behavior under stress.

  • 🧊 Material Behavior under Stress 
    The simulation highlights how the substance tears apart and stretches, mimicking the realistic movement of deformable materials.

  • πŸ‡ Deformable, Sticky Materials Simulation 
    Created as an R&D experiment to test the interaction of sticky, deformable materials in a dynamic environment.

  • πŸš€ Pushing Realism Limits 
    This project pushes the boundaries of realistic material simulation in Houdini, striving for highly accurate and dynamic interactions.

KA_Ant_Rig_&_CrowdSim

🐜 This project showcases a procedurally generated ant simulation, created entirely in Houdini. The goal was to design a system capable of simulating realistic ant movements and interactions, accounting for group behavior and environmental factors.

πŸ”§ Key technical elements

  • 🀝 Group Behavior: The interaction between ants and their collective movement were modeled using crowd simulation systems, ensuring a realistic and dynamic behavior.
  • 🏞️ Environmental Interactions: The movement and interactions of the ants with environmental elements, such as obstacles and other objects, were simulated and incorporated.