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OCEAN - BREAKDOWN
I was responsible for the layout, animation, FX (ocean, waves, white water, smoke), lighting, rendering, and compositing.
For this project, I used a FLIP simulation to generate the ocean spectrum for the entire ocean surface. Then I set up a FLIP tank to simulate a localized ocean area around the ship, using the FLIP solver to create wave and white water particles. These particles were used to drive the final white water effects. Additionally, I used Pyro solver to simulate the smoke. Finally, I composited all layers in Nuke and handled the color grade for both the smoke and the overall scene.
Source:
Ship Asset and Texture: Sketchfab - mamont nikita
HDRI: Poly Heaven - Greg Zaal, Rico Cilliers
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