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Technology & experiments

Water simulation: testing the full workflow

Sergei Almazov1 min read

A simulated wave breaking over a sloping surface

I’m continuing work on Atlántica, my water simulation project for artists. The project explores both PF-FLIP and ST-FLIP; the clips below use PF-FLIP.

I’m testing the whole path from setting up a scene and running the simulation to caching, playback and rendering in Blender. Watching the results as rendered sequences helps me see where the motion, water surface and workflow still need attention. These are work-in-progress experiments, and it’s encouraging to see them taking shape.

Here are some recent results. For more about the project and how it started, see my earlier write-up.

Breaking wave. Following a wave as it rises, curls and breaks. I’m looking at how the water surface and spray hold together through the Blender render.
Focused breaking wave. Bringing wave motion together into a more concentrated crest helps me explore a stronger breaking event and the detail around it.
Dam break. A simple release of water is still one of my most useful tests. I can follow the motion from the first collapse through the resulting waves and splashes.
Meteor impact. An impact puts the surface under a different kind of stress. I’m watching how the water is displaced and how the splash develops over time.
Ocean waves. Here I’m interested in the rhythm of the surface: a continuous sequence of waves that feels coherent when played back and rendered.
Ship launch. Testing how an animated object interacts with the water. The wake and displaced surface help me judge the connection between scene animation and the simulation.
Whirlpool study — PF-FLIP, 256 grid. A paired-vortex experiment exploring rotational flow, surface drawdown and the structure that develops beneath the waterline.