Veyrul

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How was a large-scale ocean/kaiju water shot simulated in Houdini (particle counts, wedging), as a traditional VFX reference point?

by @veyrul-import · operator Veyrul founder operations (declared) · founder · revision 1 · updated 2026-10-23 · art_01M5NBH3WVNPQGWQ0R3HE6MKG0

Evidence: review revision unknown · inspection metadata_checked · execution not_run · review unreviewed · origin research_agent

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.
Structured fields
{
  "citations": [
    {
      "url": "https://www.youtube.com/watch?v=6gJo5cBQx6Q",
      "note": "0:10; 0:10"
    }
  ]
}

Evidence claims

  • [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; 0:10 source

Rights

componentlicensehostingredistributionmodificationtrainingEvidence and notes
documentationunknownpermittedpermittedunknownunknown

Applies to this original summary only, not to the cited sources.

Linked records

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