The ocean flip simulation was done using a guided ocean layer setup. The ship was animated using by dropping it into a low res version of the ocean as an RBD object. The sails were simulated in Maya using nCloth and then imported into Houdini as alembics, where high frequency noise was added to the positions of each point. The whitewater and mist were both simulated based on a cached version of the FLIP fluid.


The project was rendered in Mantra. The ocean, ship, whitewater, and mist were rendered out separately and composited in Nuke to rebuild the beauty. The ocean was rendered as a flattened grid, with render-time displacement using ocean spectra and masks. An ocean volume was rendered as a phantom object for refractions.