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Small Waterfall - Houdini & Karma | Breakdown

Detailed breakdown : https://arctiem.com/smallwaterfall
Stats : Total point count - Water - 34 Million + 30 Million (Base Sim + Splash and Waterfall Sim)
Total point count - whitewater - 12 Million (waterfall) + 12 Million (base) + 4 Million (splash)
Water and whitewater were rendered in Karma CPU; all geo + mist was rendered with Karma XPU.
Assets from Megascans.
Created as part of Liquid Simulations and Demo Reel at Gnomon School of Visual Effects

Socials :
email: rahul18gpt@gmail.com
Linkedin: linkedin.com/in/rahul-gupta-595073179/
Instagram: instagram.com/arctiem/

Small Waterfall

The goal of this project was always to create a beautiful and peaceful piece that somebody would see and want to be instantly transported to.

It was an exciting challenge to map out and block out the initial geometry.

Process

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I took reference from real life, referencing a couple of small waterfalls inside of a forest environment. I liked the murkiness of some of the waterfalls, inherently having a green tint and muddy looking fluid with wild vegetation.

Process

I took reference from real life, referencing a couple of small waterfalls inside of a forest environment. I liked the murkiness of some of the waterfalls, inherently having a green tint and muddy looking fluid with wild vegetation.

Following dialing in the look I wanted, I started blocking out the environment at first with basic shapes and then moved on to replace those shapes with megascans assets. After the initial low resolution block out, I figured out the camera motion.

Following dialing in the look I wanted, I started blocking out the environment at first with basic shapes and then moved on to replace those shapes with megascans assets. After the initial low resolution block out, I figured out the camera motion.

While working on the FLIP sim, I ran into interesting problems. I was simulating the actual waterfall and the ground river as two separate FLIP sims, so I could have better control over the behavior.

After everything was setup and ready to be rendered. I started setting up materials inside of the stage context of Houdini. I worked in Solaris to render out the whole sequence layer by layer, assigning karma xpu and karma CPU to different tasks.

After everything was setup and ready to be rendered. I started setting up materials inside of the stage context of Houdini. I worked in Solaris to render out the whole sequence layer by layer, assigning karma xpu and karma CPU to different tasks.