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TOTAL DURATION: 16h 10m 21s

Welcome to the Houdini Water FX course, where you'll learn how to create stunning and realistic water simulations. This course focuses on a boat caught in a storm. Learn how to create water fx for three different shots - medium shot, a distant shot and a close-up shot.

Explore the different techniques and tools in Houdini that are necessary for creating realistic water simulations, such as creating ocean surfaces and waves, simulating foam and spray, and adding rain and lightning effects.

Develop a deep understanding of how to create realistic water effects in Houdini, and build up the skills and knowledge necessary to create water simulations for your own projects.

Note: The sailboat digital asset was missing from the project files. It is now in the HDA directory of the zip file.



  • JonasSorgenfrei 3 months, 2 weeks ago  | 

    This is AWESOME!
    Thanks so much for creating and sharing the tutorial here for free plus the scene files.

    Just finished lesson one, there are a bunch of really cool technics and tricks.
    Looking forward to the next parts :)
    Kudos :)

    • guerreiroazul 3 months, 2 weeks ago  | 

      Hey Jonas! I am happy you liked it! Have fun!

  • dunnieboy 3 months, 2 weeks ago  | 

    ... awesome *****

    • guerreiroazul 3 months, 2 weeks ago  | 

      Great that you liked it!

  • Scara 3 months, 2 weeks ago  | 

    Cheers, Diogo. Appreciated!

    • guerreiroazul 3 months, 2 weeks ago  | 


  • nicolaas.tanghe 3 months, 2 weeks ago  | 

    Thank you so much for this.

    • guerreiroazul 3 months, 2 weeks ago  | 

      You are welcome! Cheers

  • Andres D Caro 3 months, 1 week ago  | 

    Awesome!! thanks for this ♥

    • guerreiroazul 3 months, 1 week ago  | 

      Thank you!!

  • EVargas 3 months, 1 week ago  | 

    Thank you Diogo, your class is great, excellent content, inspiring!

    • guerreiroazul 3 months, 1 week ago  | 

      Thanks! I am happy that you liked it!

  • christianwiele 3 months, 1 week ago  | 

    Thanks a lot, very cool. The first video is a little messed up regarding order. The part of original footage is doubled, and I miss the part where the boat is imported.

    • rmagee 3 months, 1 week ago  | 

      I've contacted the author about getting the missing parts - will re-upload once it has been fixed

      • christianwiele 3 months, 1 week ago  | 

        Thanks, that would be great.

        • rmagee 3 months ago  | 

          It has been updated with the missing part and the other parts in their proper order.

          • christianwiele 3 months ago  | 


  • aracid 3 months ago  | 

    Hey Diogo, strangely but when I load the boat hip, 01_BuildSetup_v1, the obj is made but theres no content inside? any reason why?

    • guerreiroazul 3 months ago  | 

      Hey, sure. It is important that you add the boat geo to the geo folder inside the same directory as you saved your scene. You can watch me doing it in lesson 3. Cheers

      • christianwiele 3 months ago  | 

        Hi, I think the HDA file for the sailboat is missing, so we can't import it. Only the cache files are included.

  • jim707jim707jim 3 months ago  | 

    very nice tutorial , thnx, boat hda is missing!

  • christianwiele 2 months, 4 weeks ago  | 

    If I create the boat VDB as described then only the walls are solidified as volumes, but the interior of the boat is still hollow. As a result the boat will always contain water particles when it is put into the ocean. I realized that when creating the splashes, as a lot of particles remained that are technically inside the hull. Is this correct, am I missing something, or is there a way to completely solidify the hull?

    • guerreiroazul 2 months, 3 weeks ago  | 

      Hey. I cover this vdb technique (of filling the interior) on the closeup shot, towards the end os this series.

      • christianwiele 2 months, 3 weeks ago  | 

        Thanks, will check it out.

  • JonasSorgenfrei 2 months, 3 weeks ago  | 

    Unfortunatly mixing the point deform on the collision geo (to "substract" the big waves) and the ocean spectrum displacement later on the sim mesh (to add the big waves) is creating problems with the collisions and leads to gaps between the boat and the water. Using the inverse point deform with the same settings as the collision geo displacment was using leads to better/more accurate results :)

  • YukiMurakami97 2 months, 1 week ago  | 

    Thanks for the tutorial! It is so helpful. I have followed up until 6. Its a bit too advanced for me so I will come back after some practice.
    I have made note for the course. I hope this will help some of you.

    • guerreiroazul 2 months ago  | 

      That is great! Thanks for sharing.

  • knockflakes 1 month, 2 weeks ago  | 

    Wow Wow Wow!!! Amazing! Thänx a lot!!! It`s sooooo nice that you also share the scene files! Love it :)

  • MichaelRoots 5 days, 9 hours ago  | 

    Awesome !! Simple question; Why not directly simulate n merge big high-res waves?

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