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Introduction to the Houdini Ocean Toolset

A Workshop
by Danny Barnhart

Simulating Oceans, Sea Foam, & Ocean Spray With Danny Barnhart

intermediate
3h 25m 7s
7 Lessons
A Workshop
by Danny Barnhart
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Creating a large ocean simulation doesn’t need to be daunting. This 3.5-hour introductory workshop by Danny Barnhart provides an overview of the Ocean Toolset in Houdini and reveals how to bring your own ocean environments to life. He talks through the basics of using ocean spectrums and how each parameter relates to the resulting animated ocean surface, beginning by creating a large ocean surface to show how to layer a variety of spectrum patterns as well as how to create custom masks and instanced waves. Once the desired ocean movement is achieved, Danny starts incorporating simple environment geometry to add interest and scale to the scene before delving into simulating surface foam.


The following project takes the large ocean scene and transitions to a close-up shot that incorporates a FLIP fluid simulation. You’ll discover how to bring in your ocean spectrums and create custom waves to drive your FLIP simulation. Once the FLIP simulation is cached out, Danny discusses how to mesh and extend the simulation, as well as how to create additional ocean spray for the final effect. As the last step, you’ll see how to set up some basic lighting and tweak the ocean shaders in Houdini to render out the two project scenes in Mantra, Houdini’s rendering engine.


By completing this workshop, you’ll have a sound knowledge of the Houdini Ocean Toolset and an understanding of how to customize ocean spectra to create a variety of ocean movements for your future projects.


Project files are available with this workshop, including the Houdini scene file with the final node setup for each lesson, along with the palm tree model used in the creation of the scene.


The project files are available to download with a subscription .

7 Lessons

01Spectrum BasicsFree

In this lesson, Danny Barnhart provides an introduction to Houdini's Ocean Tools, setting out a sophisticated yet efficient workflow for creating realistic ocean surfaces by generating spectrum data that mimics wave behavior. By understanding how to manipulate the spectrum parameters, artists can create varied, natural-looking oceans without sacrificing computer performance. This foundation makes it possible to work with larger, more complex ocean setups involving foam and hero waves.

Duration: 19m 17s

Spectrum Basics
02Large Ocean Spectrums

This lesson establishes a comprehensive workflow for creating realistic large-scale ocean surfaces in Houdini by layering multiple spectrum frequencies, with strategic use of instancing and masking. The iterative approach of building low-frequency foundations, then adding progressively higher-frequency detail, results in dynamic, natural-looking oceans that avoid repetitive patterns.

Duration: 27m 1s

Large Ocean Spectrums
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03Creating Environment Geometry

This lesson establishes the importance of environmental context in large-scale VFX shots. Adding rocks, rock islands, trees, and grass, all with realistic scales and natural distribution patterns, transforms the scene into an environment that better conveys its overall size to the viewer. The techniques demonstrate a balance of artistic control and procedural efficiency, while maintaining organization through caching and null nodes. This workflow also ensures that there is flexibility within the pipeline.

Duration: 39m 43s

Creating Environment Geometry
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04Refining Spectrums & Creating Foam

This lesson demonstrates a comprehensive workflow for creating realistic ocean behavior around environmental geometry. By combining volume masking, directional wave instancing, and particle-based foam simulation, the ocean surface can respond naturally to the geometry. Using camera-based detail falloffs and proper caching strategies to prepare the scene for final rendering in Mantra creates both visual realism and better render optimization.

Duration: 25m 5s

Refining Spectrums & Creating Foam
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05Simulating an Ocean Splash

This lesson demonstrates a professional workflow for creating close-up simulations of splashes where the ocean interacts with rocks. Integrating custom hero waves with base ocean spectra and properly tuning solver parameters makes it possible to achieve realistic water interactions suitable for close-up shots while maintaining manageable simulation times.

Duration: 35m 22s

Simulating an Ocean Splash
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06Meshing & Ocean Spray

In this lesson, Danny converts the previously made simulations into production-ready ocean surfaces by extending the ocean and adding whitewater effects. The ocean extension workflow allows seamless blending between high-detail simulated areas and procedurally generated ocean surfaces. These techniques, particularly the VDB caching strategy and proper mask management, are essential for managing storage demands and the high computational cost of ocean effects.

Duration: 32m 39s

Meshing & Ocean Spray
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07Lighting, Shading & Rendering

This lesson provides a workflow for finalizing ocean simulations in Houdini, emphasizing the importance of organization, material consistency, and double-checking nodes. Separating whitewater elements and carefully adjusting shader parameters provides flexibility that can help achieve a more photorealistic result. The techniques demonstrated offer a flexible foundation for more complex ocean effects projects that can be expanded with additional environmental details, dynamic vegetation elements, and assets.

Duration: 26m

Lighting, Shading & Rendering
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Primary tools

For this workshop you’ll need:

Houdini

* Note that these programs and materials will not be supplied with the course.

Project Files

This workshop provides access to Danny Barnhart's project files. Inside the download, you'll find:


  • Palm tree reference model (.bgeo.sc) – Houdini geo file of the palm tree models
    - Project file (.hiplc) - Complete scene file showing the full workflow and setup process
  • The instructor has provided the project files to make it easier to follow along with the workshop or jump to specific techniques you want to study.
zip
DBA02_ProjectFiles.zip
34.66 MB
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Skills Covered

Who’s this Workshop for?

This workshop is designed for intermediate Houdini artists looking to expand their simulation capabilities. It's ideal for technical artists and VFX artists seeking to master ocean effects for film, television, or VFX production environments.


Beginners with basic Houdini knowledge will also benefit significantly from this introduction to ocean simulation workflows. Freelancers and studio artists alike will gain valuable production-ready techniques for creating realistic water environments, enhancing their professional toolkits and project portfolios.

Learning Outcomes

By completing this workshop, artists will gain comprehensive knowledge of Houdini's Ocean Toolset and practical skills for creating professional-quality ocean simulations for production.


Key skills include:

  • How to configure ocean spectrums and understand their impact on surface behavior.
  • How to layer multiple spectrum patterns and create custom masks for complex wave systems.
  • How to integrate environment geometry to add scale and visual interest to scenes.
  • How to simulate realistic surface foam and incorporate it into large ocean environments.
  • How to transition from large-scale oceans to detailed close-up shots using FLIP fluid simulations.
  • How to mesh and extend FLIP simulations while creating additional spray effects for realism.
  • How to set up basic lighting and optimize ocean shaders for final Mantra rendering.
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Workshop
Introduction to the Houdini Ocean Toolset
Simulating Oceans, Sea Foam, & Ocean Spray With Danny Barnhart
A Workshop by Danny BarnhartEffects Artist at Pixar
intermediate
3h 25m
7 Lessons
Tools
Instructor Danny BarnhartEffects Artist at Pixar

Danny Barnhart is a VFX Technical Director at Studio Boldheart who has worked in feature animation, TV, and commercials. His credits include Turning Red, Spies in Disguise, Nimona, and Inside out 2.


Danny graduated from Savannah College of Art and Design with a major in Visual Effects, while VFX is his focus, he also enjoys exploring other areas of the pipeline, as well as sharing his skills through teaching. He is passionate about working with other artists on projects that have an impact on their audience and especially loves contributing skills and voice to media that uplifts and highlights the experiences of marginalized groups.

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