
I created the big water shock-wave in the ultimate battle’s explosion.
It’s the result of multiple mesh displacement and stretching effects, which propagation is triggered by a manually controlled wave-form. These effects are added on top of a sea simulation.
I added many layers of smoke simulations using various rendering techniques ; volume shaders, smoke-shaders, and even sprites on procedurally animated particles. Water splash simulations were manually added.
I also created different systems to generate mist for the wet and stormy atmosphere of the final battle. Cg artists could then use the tools to place, pace and shape the mist on a shot per shot basis.
For all the shots featuring the ocean, I worked on the deployment of BUFs in-house sea simulation system. It’s a system mostly based on the Tessendorf algorithms.