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Learn How to Create Realistic Water Simulation for Emerging Ship Using Houdini & Unreal Engine

Mikkel Lassalle Sørensen discussed the details of his realistic water simulation created for a ship, inspired by the Pirates of the Caribbean movies, showing his work in Houdini and Unreal Engine and sharing tips for beginner artists.

Introduction 

My name is Mikkel Lassalle. I live in Denmark and have a huge passion for VFX, art, CGI, and especially water simulations. I started editing Counter-Strike gameplay videos when I was 14 and quickly moved to creating animations using Adobe After Effects.

Today, I work as a senior compositor and have been in the industry for over 15 years, collaborating with multiple large brands. My background includes motion graphics, 3D, editing, color grading, and compositing, which, I would say, is my specialty.

Alongside my professional work, I also have experience teaching at film schools and sharing knowledge online through my YouTube channel, Mikkel Lassalle, where I post tutorials and breakdowns focused on visual effects and cinematic workflows.

I've just completed my brand-new masterclass, where I dive deep into water simulation and show how to work seamlessly across multiple software platforms, including Houdini and Unreal Engine. The masterclass launches on September 23rd, and you can already sign up to receive early-bird discounts and be the first to know when it goes live.

The first trailer is out now, check it out!

Some people may also know me from the Unreal Engine x Houdini Dragon Project on YouTube, which I released in October 2024.

Water Simulation

Ever since I watched the Pirates of the Caribbean movies, I’ve been obsessed with the way they created those epic scenes, especially with the Black Pearl and the Flying Dutchman emerging from the ocean. I studied those shots closely on YouTube and watched multiple behind-the-scenes breakdowns, which really fired me up to start this project.

My goal was to push the limits of my water simulation skills in Houdini. For the final shot, I ended up simulating over 75 million particles, pushing my machine to the edge.

For the simulation, I used the same setup I demonstrated in my Unreal Engine x Houdini Complete Water Workflow Course, which is available on my Gumroad.

The waves were a combination of Houdini FLIP simulations, Unreal Engine base renders, and some extra elements added in compositing to enhance realism. The cloth simulations were created in Cinema 4D, which has a very approachable system for that.

One of the most challenging parts was transferring everything from Cinema 4D to Houdini. To get the ship model and cloth simulations into Houdini correctly, I used FBX for the ship and Alembic for the sails. It took some trial and error to make sure all the textures and animations came through properly.

Large-scale water simulations are always complex and require multiple sub-processes. First, you run the main FLIP tank simulation. Then, you generate a whitewater source based on that sim, and finally, simulate the whitewater itself before combining everything.

The final FLIP sim alone took over 48 hours to calculate. Of course, I ran lower-resolution versions first to test timing and movement. But even when you prepare everything properly, high-res simulations are always a bit of a gamble, requiring a lot of time and attention to get right.

Compositing

I used Unreal Engine to get a strong base render and establish elements like horizon placement and lighting direction. From there, I brought in real-life images, atmosphere layers, elements, and matte paintings during compositing. Using real-world references helped me match lighting and color for a more believable final look.

Advice for Beginners

I got into Houdini because I was completely obsessed with large-scale water simulations. In my opinion, it's one of the hardest things to pull off in VFX, and while people often advise against starting with something so complex, I actually disagree. If you're passionate about something, chase it. That obsession is what will keep you motivated and help you push through the steep learning curve.

To help others get started, I created the Unreal Engine x Houdini Complete Water Workflow Course, which is built entirely around my own production workflow. It’s designed so beginners can dive straight into large-scale water simulation and cinematic shot creation, without getting overwhelmed by all of Houdini’s complexity.

I also share free tips, breakdowns, and tutorials on my YouTube channel, covering everything from simulation techniques to compositing and shot polish. 

And for those ready to take things further, I have a new masterclass releasing very soon (maybe in mid-September) that focuses even more on cinematic workflows, helping artists bring fully realized VFX shots to life from start to finish. You can actually sign up for the pre-launch right now to get early access and updates as it gets closer to release.

Conclusion

Thanks so much for reading! I’m incredibly passionate about the craft of visual effects and am always looking to connect with others who share the same drive. Whether you're just starting out or deep into your own VFX journey, I truly believe there's always more to learn and share.

If you ever want to talk VFX, ask questions, or just connect, feel free to reach out. I’m most active on Instagram, so don’t hesitate to send me a DM on Instagram.

Thanks again to 80 Level for the opportunity to share my work, and I can’t wait to release more content, tools, and training to help others create the kind of cinematic visuals they’re dreaming of.

Mikkel Lassalle Sørensen, VFX Compositor Artist

Interview conducted by Gloria Levine

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