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Unreal Engine x Houdini Water Tutorial – Complete Workflow Course by Mikkel Lassalle

Unreal Engine x Houdini Water Tutorial – Complete Workflow Course by Mikkel Lassalle

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Author:Mikkel Lassalle

Duration:Over 6 Hours

Actual Duration:6h 11m

Release date:2025

Publisher:Gumroad

Skill level:Beginner

Language:English

Exercise files:Yes

Software:Houdini, Unreal Engine

Course URL:https://mkls.gumroad.com/l/UExHoudini

Build two finished large-scale water VFX shots from FLIP sim in Houdini to environment and final composite.

Stop watching partial breakdowns that leave you hanging. This course takes you from an empty scene to two finished, portfolio-ready water shots with Houdini, Unreal Engine, and compositing in one straight line.

๐ŸŽฏ What you’ll learn

  • Set up collisions, FLIP tank, and custom velocities for large-scale water sims
  • Cache, review with flipbooks, and generate whitewater sources and solvers
  • Mesh the main FLIP sim and build ocean displacement with textures
  • Set up test renders, AOVs, animated cameras, and batch beauty renders
  • Build, dress, and light full environments in Unreal Engine with sequencer
  • Composite, grade, and finalize two cinematic VFX shots from start to finish

โœ… Requirements

  • Skills: Basic familiarity with Houdini UI and Unreal Engine basics, comfortable navigating 3D viewports and timelines
  • Tools: Houdini for simulation and rendering, Unreal Engine 5 for environments, compositing app for final shots
  • Hardware: Multi-core CPU for FLIP sims, 32GB+ RAM for caching, dedicated RTX GPU for rendering and Unreal

๐Ÿ“ Description

Here is the deal: FLIP fluid simulations are messy, heavy, and easy to get wrong. This course gives you a working system instead of theory. You get Mikkel’s personal simulation template, render template, and ocean template, plus an animated Alembic model with textures, HDRIs, sky, fog, and birds. You start from there and learn how to bend it to any model and any fluid behavior.

In Houdini you set up collisions, build the FLIP tank, push motion with custom velocities, and actually look at flipbooks to decide what to keep. Then you cache the sim properly, build your whitewater source and solver, and mesh the result so it holds up in close-up renders. No skipped steps, no magic values. You see the test renders, the AOVs, and what to fix before you burn hours on a batch.

Then it switches to Unreal Engine. You build two full environments from scratch – project setup, plugins, levels, Level Sequencer, set dressing, lighting, and render settings. Cameras come over from Houdini so everything lines up. You render the backgrounds in Unreal and the hero water in Houdini, which is exactly how you keep large-scale water shots fast and flexible without trying to sim an entire ocean.

The last chunk is all compositing. You take both shots through multiple passes to final grade and polish. What you see in the promo is what you build in class – same two shots, same process. If you want to make water work that looks like it belongs in a film and understand the full pipe behind it, this is a solid way in.

๐Ÿง‘โ€๐ŸŽ“ Who this course is for

  • Beginners in Houdini who want a shortcut into large-scale FLIP without months of trial and error
  • 3D and environment artists who want to mix Houdini water sims with Unreal Engine backgrounds
  • Anyone tired of tutorials that stop at the sim and never show rendering, environment, and final composite

๐Ÿง‘โ€๐Ÿซ About the Author

Mikkel Lassalle is a VFX artist with over 15 years of experience and the creator behind the Unreal Engine x Houdini Dragon Project. He focuses on large-scale simulations and full-shot workflows – sim to render to final picture – rather than isolated effects tests. His teaching style is practical and production-minded, built around reusable templates and clear, repeatable steps you can apply to your own models and ideas.

๐Ÿ Final Result

  • Two finished cinematic water VFX shots combining Houdini FLIP + whitewater renders with Unreal Engine environments, fully composited, graded, and ready for your reel.
Curriculum

๐Ÿ“‹ Course content

  1. Introduction:  Overview
    • Introduction And Overview0:49
  2. Module 1:  Flip Fluid Simulation Inside Houdini
    • Setting Up Collisions5:48
    • Setting Up Flip Tank And Simulation5:21
    • Tweaking Flip Custom Velocity7:09
    • Sim Flipbook Review1:17
    • Cache Out Final Flip Sim9:38
    • Whitewater Source6:05
    • Whitewater Solver First Flipbook5:04
    • Whitewater Solver Cache Out6:27
    • Meshing The Main Flip11:10
  3. Module 2:  Rendering and Camera Preparation
    • Setting Up Textures And Ocean Displacement5:07
    • Importing Simulation Cache4:54
    • Setting Up First Test Render3:41
    • Evaluating Test Render And AOVS4:25
    • Animating Camera7:55
    • Importing Cameras2:42
    • Setting Up Batch Beauty Render6:09
    • Setting Up Batch Beauty Render Whitewater6:05
    • Exporting Cameras For Unreal Engine5:38
    • Reviewing Renders Before Unreal Engine2:14
  4. Module 3:  Creation of Unreal Engine Environment & Rendering
    • Setting Up Fab And Unreal Project3:50
    • Setting Up Unreal Plugins1:19
    • Setting Up Unreal Level3:14
    • Setting Up Unreal Level Sequence3:15
    • Dressing Our Unreal Engine Environment10:09
    • Configuring Light And Final Tweaks5:12
    • Unreal Engine Render Settings2:48
    • Reviewing Unreal Engine Render1:29
    • Preparing Renders For The Second Cam2:51
    • Setting Up Second Unreal Level4:20
    • Setting Up Second Unreal Level Sequence3:32
    • Dressing The Second Unreal Level11:50
    • Rendering The Second Environment Cam1:57
    • Final Environment Tweaks5:48
  5. Module 4:  Compositing Our Final Product
    • Compositing The First Shot Part19:06
    • Compositing The First Shot Part28:57
    • Compositing The First Shot Part39:41
    • Compositing The First Shot Part410:05
    • Compositing The First Shot Part53:47
    • Compositing The First Shot Part69:32
    • Compositing The Second Shot Part110:17
    • Compositing The Second Shot Part28:50
    • Compositing The Second Shot Part310:47
    • Compositing The Second Shot Part411:02
    • Compositing The Second Shot Part511:47
    • Compositing The Second Shot Part611:49
    • Compositing The Second Shot Part78:49
    • Compositing The Second Shot Part7 Continued11:48
    • Compositing The Second Shot Part86:59
    • Reviewing The PreRenders2:49
    • Last Compositing Tweaks On The First Shot13:32
    • Last Compositing Tweaks On The Second Shot7:08
    • Finalizing The Second Shot Part112:46
    • Finalizing The Second Shot Part27:14
    • Finalizing The First Shot Part19:35
    • Final Review Of Both Shots1:51
  6. Outro:  Thank You And Support
    • Final Thank You And Support1:19
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Unreal Engine x Houdini Water Tutorial – Complete Workflow Course by Mikkel Lassalle
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