Lighthouse Bay – Fluid Simulation

Lighthouse Bay – Fluid Simulation with LiquiGen, Houdini Whitewater, Rendered in Blender 4.5

Hey everyone,

I wanted to share my latest project: Lighthouse Bay, a fluid simulation scene that combines multiple tools to bring a dynamic ocean environment to life.

:large_blue_diamond: Simulation Breakdown:

  • Fluid Simulation: Done using LiquiGen, which provided a fast and stable base for the ocean movement and splashes. It handled the bulk water interaction around the lighthouse rocks and shore.
  • Whitewater: Exported the base sim into Houdini, where I added custom whitewater—foam, spray, and bubbles—driven by the motion of the incoming waves and colliders.
  • Rendering: Final assembly, layout, lighting, shading, and rendering were all done in Blender using Cycles. I aimed for a realistic, slightly overcast lighting to emphasize the mood of the coastline and give the whitewater more contrast.

:large_blue_diamond: Workflow Notes:

  • I used Blender for scene layout and camera animation to keep everything organized and intuitive.
  • Assets were shaded with a mix of procedural and texture-based materials, using displacement for added realism on rocks and foam.
  • Whitewater data was brought in via USD and integrated with Blender’s lighting and compositing for final polish.

:large_blue_diamond: Tools Used:

  • LiquiGen – for base fluid dynamics
  • Houdini – for secondary whitewater simulation
  • Blender (Cycles) – for rendering, shading, and compositing

Check out my gumroad for the project files jknitt.gumroad.com

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I featured you on BlenderNation, have a great weekend!

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Thank you for the feature! Much appreciated.

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