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for this episode we created a fully digital environment featuring a 1 kilometer long waterfall to manage selected parts of the waterfall we split it into eight unique 20 second long patches each patch consisted of several sub simulations to make it easy to iterate on specific areas during scene assembly our lighting TDS set the camera based LOD system for each patch to optimize the scenes for rendering the water simulations consisted of several layers first we made a high res based simulation this was then used to drive additional simulations like underwater air bubbles and surface foam finally mist and smoke were simulated for depth and atmosphere the final simulation summed up to a petabyte of disk storage our goal was to do one highly detailed solid simulation that could be used to cover our needs for the majority of our shots [Music] hero interaction with our waterfall and custom water simulations were also required for the episode [Music] besides the water simulations a wide rang