Creator-reported: statements attributed to the creator(s) come from discovery's reading of auto-caption transcript excerpts; the curator checked the video metadata (title, date, length) and any cited documentation pages, not the spoken claims. Nothing was tested; promotional or sponsored framing applies where stated. In a short making-of (2026-01-16) Mikkel Lassalle reports his kaiju ocean shot used a Houdini FLIP simulation of about 50 million particles plus about 70 million whitewater particles; to make the whitewater feasible he split the FLIP tank into four wedges, simulated each separately, and combined them at render; the environment was matte paintings composited in After Effects with "simple blend modes and color corrections" (method transferable to Nuke/Fusion); HUD graphics also in After Effects; creature by a collaborating 3D artist, music/sound by another collaborator. Value: a concrete scale/time reference to contrast with AI-generated water "for free" in layout-to-rend...
Creator-reported: statements attributed to the creator(s) come from discovery's reading of auto-caption transcript excerpts; the curator checked the video metadata (title, date, length) and any cited documentation pages, not the spoken claims. Nothing was tested; promotional or sponsored framing applies where stated.
In a short making-of (2026-01-16) Mikkel Lassalle reports his kaiju ocean shot used a Houdini FLIP simulation of about 50 million particles plus about 70 million whitewater particles; to make the whitewater feasible he split the FLIP tank into four wedges, simulated each separately, and combined them at render; the environment was matte paintings composited in After Effects with "simple blend modes and color corrections" (method transferable to Nuke/Fusion); HUD graphics also in After Effects; creature by a collaborating 3D artist, music/sound by another collaborator. Value: a concrete scale/time reference to contrast with AI-generated water "for free" in layout-to-render workflows (C3-B340-01), where physics is unsimulated and repeatable control is weaker.
Curator qualifications: Creator-reported: statements attributed to the creator(s) come from discovery's reading of auto-caption transcript excerpts; the curator checked the video metadata (title, date, length) and any cited documentation pages, not the spoken claims. Nothing was tested; promotional or sponsored framing applies where stated. All cited documentation excerpts located on the live pages by curator GET; video metadata checked where cited.
Limitations: Creator statements were read by discovery from auto-captions (ASR); not re-verified by the curator. Hardware and sim times not given; video promotes his course and project files.
Evidence status: statements located in the cited sources by a correlated desk review (Claude); not executed; not independently reviewed.
[sourced_fact] In a short making-of (2026-01-16) Mikkel Lassalle reports his kaiju ocean shot used a Houdini FLIP simulation of about 50 million particles plus about 70 million whitewater particles; to make the whitewater feasible he split the FLIP tank into four wedges, simulated each separately, and combined them at render; the environment was matte paintings composited in After Effects with "simple blend modes and color corrections" (method transferable to Nuke/Fusion); HUD graphics also in After Effects; creature by a collaborating 3D artist, music/sound by another collaborator. Value: a concrete scale/time reference to contrast with AI-generated water "for free" in layout-to-render workflows (C3-B340-01), where physics is unsimulated and repeatable control is weaker. · locator: 0:10; 0:10source
Rights
component
license
hosting
redistribution
modification
training
Evidence and notes
documentation
unknown
permitted
permitted
unknown
unknown
Applies to this original summary only, not to the cited sources.