2.1. Fabric simulation

I used Marvelous Designer for fabric simulation. The fabric simulation of the character wearing clothes was relatively simple. The character had no overly large movements, and only the cloak was involved in the fabric calculation, so it didn’t consume too much time.
2.2. Fluid simulation

For the fluid simulation, Houdini was selected as the primary tool. Within Houdini, the FLIP system was utilized to simulate the water animation of the creatures. Due to hardware limitations, a 50x50x50 cube containing seven million particles was employed as the simulation domain. Additionally, rather than rendering the fluid layers directly in Houdini and importing the camera into the UE production environment followed by an After Effects compositing workflow, the decision was made to cache the fluid Alembic after the simulation was completed in Houdini and subsequently import it into the UE environment for rendering. Although this approach may sacrifice some detail accuracy, it significantly reduces the complexity of coordinating lighting, camera angles, and other rendering settings across different software, making it more efficient for short-term projects.