This project was heavily focused on water FX, covering a wide range of scales and scenarios—from small, localized splashes and droplets to large-scale ocean and storm simulations.
My work included localized water simulations, water interacting with destruction, rain, droplets, splashes, and additional compositing elements used to support and enhance the final shots.
I also worked across multi-shot FX lighting and water look development, helping maintain consistency in the appearance of the water across different shots, environments, and lighting conditions.
Some effects required combining multiple simulation layers, such as primary water motion, secondary splashes, spray, mist, and other supporting elements, while keeping the result visually coherent and art-directable.
A significant part of the technical work also involved simulation data management and optimisation, especially for larger water setups where caching, processing, and rendering large amounts of data could become expensive, especially for many iterations.
Overall, the work involved balancing simulation quality, water look development, lighting, shot integration, and technical efficiency across a variety of water-driven sequences.