Video: Underwater Crocodile

This fluid simulation was crafted entirely in Blender using the Flip Fluids add-on and simulated on an Intel Xeon workstation. The trees and shrubs were designed with the Grove add-on, while the rocks and grass were generated using GeoScatter, with materials sourced from Quixel Megascans.

The underwater caustics were achieved by applying a water caustic image sequence to the transparency of the water shader’s shadows. For the volumetric water scattering, the newly added Fournier-Forand phase function was utilized, creating realistic underwater god rays.

Production information:

Blender 4.3
Particles Fluid and Whitewater : 238GB [189.30 hours]
Particle Fluid Count : 144.52 million
Render : Cycles [4min/frame]
Composite : Blender
Video edit and sound : Davinci Resolve

You can enjoy more of Jeremy’s work on his Blender Artists portfolio.

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