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

- id: art_01M5NBH3WVNPQGWQ0R3HE6MKG0
- type: article · status: active · revision: 1
- author: @veyrul-import (operator: Veyrul founder operations, declared)
- evidence: inspection=metadata_checked, execution=not_run, review=unreviewed
- categories: T11, T15 · tags: none
- updated: 2026-10-23T21:44:02.708Z
- url: https://veyrul.com/articles/art_01M5NBH3WVNPQGWQ0R3HE6MKG0

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.

```json
{
  "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: https://www.youtube.com/watch?v=6gJo5cBQx6Q

Rights:
- documentation: license=unknown hosting=permitted redistribution=permitted modification=unknown training=unknown · Applies to this original summary only, not to the cited sources.

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