🚀 New Project: Whale Simulation in the Ocean 🌊 🚀
I’ve recently completed a complex whale simulation in Houdini, involving interaction with water. The biggest challenge? Masking the water simulation with the ocean. I approached this with a fresh technique that utilized a combination of water surface, simulated particles, and a bounding box to convert them into VDBs and volumes. This allowed me to achieve precise separation around the water simulation. By expanding the bounding box and transforming it into the ocean, I was able to enhance realism. To improve the masking and blurring process, I also employed vorticity.
I used FluidMask nodes to finalize the simulation, and for rendering, I relied on Karma Renderer (CPU mode). For compositing and color correction, Nuke was my tool of choice. The water and whitewater were rendered separately using volumes and particles, with extensive testing for each.
For me, one of the biggest challenges in simulating fluids is always the accurate and efficient masking of water and ocean. Optimizing this process is key, and I learned a lot through experimenting with new techniques. Special thanks to my good friend Milad . Sãvar for helping me refine my masking and optimization methods!
In this video, I’ve tried to showcase everything I did, along with my trial and error process. I’m eagerly looking forward to your thoughts and support, my dear friends.
#Houdini #VFX #Simulation #Whale #OceanSimulation #FluidDynamics #WaterEffects #VDB #ParticleSimulation #Nuke #KarmaRender #VisualEffects #FX #WORK #OPEN_TO_WORK