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Ship Splash ang Foam by Andrii Zamorskyi

Ship Splash ang Foam by Andrii Zamorskyi

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Author:Andrii Zamorskyi

Duration:22h 38m

Actual Duration:22h 41m

Release date:2021

Publisher:CGCircuit

Skill level:Advanced

Language:English

Exercise files:Yes

Software:Houdini

Course URL:https://www.cgcircuit.com/products/ship-splash-and-foam

Learn how to build controllable, art-directable ship splashes, foam, and wakes in Houdini without melting your machine.

This is a full production breakdown for ship-water interaction in Houdini. You get the whole chain – from basic FLIP setup and art-directable splashes to long-distance foam, big waves, upresing, rendering, and compositing – built around one shot that actually looks like film.

🎯 What you’ll learn

  • Set up a floating ship scene with collisions and an optimized FLIP container
  • Control velocity fields for nose splashes and engine wash sources
  • Add ocean waves and integrate them with the simulation
  • Create and shade FLIP meshes for close-up water
  • Build and render whitewater – volumes and particles
  • Use displacement masks and render tweaks for better water detail
  • Build long-distance foam assets and Kelvin wakes for wide shots
  • Upres finished sims using new Houdini 19.5 workflows
  • Set up big wave splashes, swirl, fade, and mist
  • Composite raw passes into a final film-ready shot

✅ Requirements

  • Skills: Basic Houdini SOPs and DOPs, understanding of FLIP basics and volumes
  • Tools: Houdini 19.5 or newer, compositing app for final assembly
  • Hardware: Multi-core CPU, 32GB+ RAM recommended, dedicated GPU for viewport and rendering

📝 Description

Ship foam looks simple until a director says “more spray, more foam, but different in this shot.” Same ship, different camera, different look. This course is about that reality. You will work with FLIP simulation, whitewater, and Houdini 19.5 tools, but the focus is control – how to shape the splash the way you or the client need it.

FLIP over long travel distances eats RAM fast. So a big chunk here is optimization. You will set up lean containers, solid collisions, camera optimization to cull what you don’t see, and separate setups for close-up vs. long-distance. That includes dedicated foam assets and Kelvin wakes for wide shots where a full sim makes no sense.

Then you push it further. You will take a finished low-res sim and do upresing for extra detail, build a big wave interaction with secondary splash sources, swirl, particle fade, and mist. For rendering you cover FLIP mesh, whitewater volumes and particles, displacement masks, and practical tweaks that make water read well. It wraps with compositing examples so the passes actually cut together.

🧑‍🎓 Who this course is for

  • Houdini FX artists who know the basics and want production-level water interaction
  • Freelancers and studio artists tasked with ships, oceans, wakes, and large splashes
  • Anyone tired of default whitewater that looks the same in every shot

🧑‍🏫 About the Author

Andrii Zamorskyi has been doing FX since 2009. Started in TV and commercials, then moved into features. His main focus is visual effects and compositing, and he has taught Houdini, 3ds Max, RealFlow, After Effects, and Nuke for years. He knows where sims break in production and teaches how to fix them.

🏁 Final Result

  • A finished ship splash shot with FLIP mesh, whitewater, foam, mist, and wake – rendered and composited, ready for your reel.
Curriculum

📋 Course content

  1. Module 1:  Basic simulation
    • 1.01. Start Information29:00
    • 1.02. Scene Setup58:27
    • 1.03. Velocity Control26:29
    • 1.04. Nose Splash94:01
    • 1.05. Engine Source88:17
    • 1.06. Adding Waves31:36
    • 1.07. Creating Mesh83:01
    • 1.08. Whitewater82:51
    • 1.09. FLIP Mesh Render46:12
    • 1.09.01 Displacement Mask35:18
    • 1.10. Whitewater Volume Render75:13
    • 1.11. Whitewater Particle Render51:45
    • 1.12. Render Tweaking29:56
  2. Module 2:  Long distance foam
    • 2.01. Long Distance Foam76:14
    • 2.02. Foam Asset49:03
    • 2.03. Render Setup40:55
    • 2.04. Kelvin Wake26:43
  3. Module 3:  Upresing simulation
    • 3.01. New Houdini 19 Setup41:43
    • 3.02. Upres Simulation48:50
  4. Module 4:  Big wave setup
    • 4.01. Big Wave Setup56:25
    • 4.02. Mesh Render27:14
    • 4.03. Foam Setup36:03
    • 4.04. FLIP Splash Source49:54
    • 4.05. FLIP Splash Setup23:18
    • 4.06. FLIP Splash Swirl32:59
    • 4.07. Splash Particles Fade42:41
    • 4.08. Mist29:01
    • 4.09. Final Render12:00
  5. Module 5:  Compositing
    • 5.01. Compositing Examples33:31
Watch online or Download for Free
Ship Splash ang Foam by Andrii Zamorskyi
NAME
SIZEDURATION
CGCircuit – Splash and Foam – 01 Basic Simulation
766.4 MB12h 14m
CGCircuit – Splash and Foam – 02 Long Distance Foam
167.8 MB3h 13m
CGCircuit – Splash and Foam – 03 Upresing Simulation
95.5 MB1h 30m
CGCircuit – Splash and Foam – 04 Big Wave Setup
332.3 MB5h 9m
CGCircuit – Splash and Foam – 05 Compositing
26.1 MB33m

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1.4 GB22h 41m

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