Depths Riser
This R&D focuses on testing the new Houdini FLIP Solver for an open-ocean simulation workflow.
I used a custom-shaped simulation domain to define the area that actually needs to be simulated. The idea is to simulate only a limited section of the ocean where detailed interaction is required, rather than simulating the entire ocean surface.
The simulated FLIP region can then be blended with the surrounding procedural ocean surface to create the impression of a much larger body of water.
To help maintain visual continuity, the same Houdini Ocean Spectrum can be used both for the surrounding ocean surface and as displacement/detail inside or around the simulated region. This helps the FLIP simulation match the larger ocean motion and makes the transition between the simulated area and the procedural ocean less noticeable.
The main goal of the R&D was to create a more efficient hybrid ocean workflow, combining detailed FLIP simulation in a local area with a procedural ocean surface for the larger environment.








