Erik from ErikdoesVFX took on an ambitious challenge to recreate the iconic water effects from Avatar: The Way of Water in his latest project. Known for pushing the boundaries of CGI, Erik decided to test how time affects the quality of water simulations, using a 1-minute, 1-hour, and finally, a detailed 100-hour simulation. This journey sheds light on the evolution of water VFX and the software that powers it, like Houdini, which is considered the industry standard.
The Art and History of Water Simulation in Animation
Water simulation has come a long way since the early days when animators painstakingly hand-drew water in films. One early example included using rippled glass over an image to mimic movement—a creative but time-consuming technique. By 1998, computer-generated water made its cinematic debut, marking a significant milestone in animation. Today, CGI water is a staple, with software like Maya, RealFlow, Bifrost, and Blender (equipped with the Flip Fluids plugin) enabling high-quality water simulations.
The Power of Houdini in VFX
Houdini has become a go-to tool for VFX artists worldwide, particularly for complex simulations like water. Erik notes Houdini’s flexibility and node-based system as critical advantages. This structure lets artists customize effects and create intricate simulations step by step. Houdini also allows for scripting in VEX, adding further versatility and control over simulations, which is essential for the high level of realism required in cinematic productions.
Water Simulation: A Test of Time and Technology
For his experiment, Erik set up three water simulations, each with progressively more time for rendering. The 1-minute simulation produced a recognizable water effect but with low particle density, resulting in a blocky texture. In the 1-hour version, Erik experimented with techniques like creating black sludge inspired by The Hunger Games and adding viscosity for a more dynamic, gooey look. Although this version was more refined, it was still limited by time.
Finally, in the 100-hour simulation inspired by Avatar: The Way of Water, Erik crafted a complex scene featuring a whale leaping out of the water. Using reference models and real footage, he meticulously refined the animation, added foam, bubbles, and spray, and rendered the background with mountains, fog, and floating islands. This extensive simulation required separate renders for whitewater and ocean surface to achieve realistic depth and texture.
Final Thoughts
Erik’s experiment illustrates the immense resources required for high-quality water VFX. Beyond time, it highlights the sheer data and storage demands, as seen in large productions like Kingdom of the Planet of the Apes, which generated over 10 petabytes of data.
By taking on this challenge, Erik shows the intricacies of water simulation, blending artistry and technology to recreate some of cinema’s most memorable VFX moments. This project underscores Houdini’s power and the dedication of VFX artists to make the impossible look effortlessly real.
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