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Alireza Khodatars (Armin)

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On Ocean (2024)

June 27, 2024 R&D

On Ocean


This R&D focuses on large-scale ocean interaction using Houdini Ocean Spectrum, without relying on a full fluid simulation for the entire water surface.

In many cases, a complete water simulation is not necessary. A convincing result can often be achieved by using surface displacement, geometry deformation, and procedural control to create the main ocean motion and interaction.

Additional detail can then be layered on top where needed, such as whitewater, localized FLIP simulations, collision-driven splashes, shoreline effects, or small simulation regions around specific interaction areas.

I have used this approach on several projects because it can solve many large-scale water scenarios much more efficiently than running a full simulation across the entire environment.

The workflow is especially useful when the main focus is on look development, shader work, and large-scale water motion, while more expensive simulations are reserved only for areas that actually need them.

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Copyright © 1999-2026 by Alireza Khodatars (armin). All rights reserved.

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