This is the result of my personal project.

The character has a four-layer structure:
the first layer is the base sea surface, the second layer is the FLIP simulation,
the third layer is the white water, and the fourth layer is the detailed splash simulation.

The standard whitewater was difficult to create white foam that could handle the shape of waves moving freely in space like in this case,
so i used our own version implemented in VEX.

The character's movements were created with keyframes using KineFX.
In order to be able to recognize the unevenness of the character's face during the FLIP simulation,
I used VEX to slow down the initial speed of the FLIP particles on the face.

Houdini was used for all the compositing.

Chiba | Japan



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