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Cinematic Ocean FX in Houdini


Build epic, feature-film-quality ocean simulations from the ground up. Bring the power of Houdini’s FLIP solver to life and create breathtaking cinematic water FX. In this comprehensive workshop, you will learn everything from the foundational physics of fluid motion to directing massive waves, layering complex whitewater, and rendering film-ready cliffside impacts.

Instead of relying on basic presets, you will learn the actual principles behind fluid behavior, simulation stability, and workflow optimization. By the end of this course, you will have the confidence and skills to design, direct, and execute your own large-scale, portfolio-level ocean shots.

<h3>
</h3><h3>What You Will Learn</h3>
  • The Physics & Theory of Fluids: Deep dive into Volumes, VDBs, and the mechanics of Eulerian vs. Lagrangian systems (FLIP vs. PIC).
  • The anatomy of the FLIP solver: Learn how a FLIP solver is built, and build a robust FLIP test bench to understand many of the functions like reseeding, droplet creation, density, viscosity, surface tension, and divergence.
  • Art-Directable Simulations: Learn how to shape ocean spectrums, direct wave energy, and control splashes for maximum cinematic impact.
  • Production-Ready Workflows: Master practical techniques for optimizing heavy simulations, managing caches, and optimizing the storage footprint.
  • Advanced Layering: Enhance scale and realism without overwhelming your system by layering wetmaps, underwater bubbles, dense whitewater, and high-speed splashes.
  • Rendering & Compositing: Bring your scene to life using Solaris and Karma for lighting and rendering, followed by compositing in Nuke.


<h3>Course Curriculum Breakdown</h3>

Phase 1: Foundations & Theory (Chapters 1–3)

  • Getting Started: Project setup, hardware optimization, and workflow defaults.
  • Under the Hood: A deep dive into Volumes, Fields, SDFs, and the core building blocks of the FLIP solver. You'll learn why we use these tools, not just how.
  • Ocean Tools: Mastering the Ocean Spectrum, Waves, and Source nodes.

Phase 2: Building the Systems (Chapters 4–5)

  • The FLIP Test Bench: Creating a setup from scratch, exploring collisions, velocity transfer, density, viscosity, air incompressibility, divergence, and the new SOP solver.
  • Environment Prep: Importing and placing cliff collisions, setting up the scene camera, masking regions, and prepping the coastal ground.

Phase 3: The Cliff Scene Sim & Whitewater (Chapters 6–7)

  • Core Water Simulation: Setting up the main domain, dialing in FLIP settings, applying compression, and executing highly detailed meshing techniques.
  • The Whitewater System: A massive module covering main, dense, and high-speed whitewater setups. You'll also learn to generate wind fields, underwater bubbles, rasterize particles to volumes, and generate dynamic wetmaps.

Phase 4: LookDev, Rendering & Comp (Chapters 8–9)

  • Solaris & Karma: Adding environmental elements (plants and wind), setting up procedural ocean shaders, applying whitewater materials, and adding AOVs.
  • Final Polish: Combining AOVs in Nuke, adding lens effects, and utilizing DaVinci Resolve for the final cinematic grade.
<h3>
</h3><h3>Who is this course for?</h3>

This course is designed for anyone with a basic understanding of Houdini who wants to step up to professional, high-end water FX. Whether you are aiming to break into feature films or simply want to build an epic, standout portfolio piece, this workshop will give you the exact tools and production techniques used in the visual effects industry.

<h3>
</h3><h3>Meet Your Instructor</h3>

Ali Al-Tobi is a Norwegian Director, VFX Supervisor, and Technical Director with over 15 years of experience in the visual effects industry. Specializing in procedural workflows and cinematic world-building, Ali combines technical expertise with artistic vision to streamline creative processes across high-profile film and television projects.


CREATED BY

ALI AL-TOBI

I’ve been working in VFX and CGI since 2008, starting with freelance projects before moving on to major feature films and TV series. Over the years, I’ve worked as a CG generalist, FX technical director, and VFX supervisor, taking on roles from artist to lead and supervisor.

More from Ali Al-Tobi

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