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This work focuses on a large-scale water simulation in Houdini using FLIP.
Large FLIP simulations require a carefully planned caching and optimization workflow, especially when dealing with high particle counts and long simulation ranges.
I also added a character interacting with the water to make the setup more challenging, particularly in terms of collision handling and fluid interaction.
I did not fully render the entire simulation because the rendering cost would have been very high. Since the main goal of this task was to demonstrate the FX simulation itself, I focused on presenting the simulation data rather than producing a fully rendered sequence.
I rendered a few single-frame examples and also prepared a complete look-development and lighting setup to demonstrate how the final result could be presented.


