Realistic Water Splash Simulation: A Behind-the-Scenes Look

This is the process and breakdown of my recent Splash fluid using Houdini and Redshift, focusing on realism and detail. The main idea was to sculpt the initial velocity to make it more “art-directable“, which allows for more predictable water splashes even before simulation. The secondary focus was getting realistic water behavior and details by controlling the grid scale, reseeding, and surface tension. The goal was to break away from the common ’CGI’ fluid we often see. The particle count was near 50 million. The sound was done by talented H1 Sound
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