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Rapids - Pre-Rendered Simulation

Hello!
Here's my latest project, which happens to be my graduation project! This is by far the biggest project I've ever done. It also took a lot longer than I anticipated, I really pushed my limits here, also pushed the computer's limits. The simulation aspect side of it was not that hard and wasn't that long. Only took a couple of weeks to have a satisfying result. The lookdev is what took me the longest. It ended up being the hardest part of the project, by far, making stuff look somewhat realistic. Even then I'm not fully satisfied with it, especially the whitewater's look.

The whole project weighs something like 800gb. 40 million particles for the main simulation. 11 million for the whitewater (which I had to split in 10 because the computer capped at 1 million.) I put a lot of time into making sure I was capping the computer's capabilities; always surfing between the highest resolution possible and the amount of ram available before crashing. Also, good thing I had my school's render farm available.

Everything is made in Houdini.

Thanks for checking out my stuff!

The whole thing

Close-up of the rocks and water. No whitewater on this one.

3 layers were used to render the project.

3 layers were used to render the project.

The water's color is driven by the vorticity attribute provided by the flip simulation.

The water's color is driven by the vorticity attribute provided by the flip simulation.

Fully procedural shader made with noises. Changes color, roughness and reflections based on an imported wetness attribute created at sop level in Houdini.

Fully procedural shader made with noises. Changes color, roughness and reflections based on an imported wetness attribute created at sop level in Houdini.

wetness attribute, this is what drives the rock's colors and properties to change.

The water itself is split into two layers, the surface as seen above [...]

The water itself is split into two layers, the surface as seen above [...]

[...] and the volume. The two together create the reflections and the sensation of depth needed. The volume's color is driven by the vorticity attribute.

[...] and the volume. The two together create the reflections and the sensation of depth needed. The volume's color is driven by the vorticity attribute.