Software used: Houdini, Mantra, Maya, V-Ray
All the RBD simulations were done using a generic frame range, they were then offset in Houdini for the final timing.
They were then exported over to Maya using Houdini's built in Alembic exporter.
The RBD data was then used to contain the volumetric simulations.
Particle effects for snow and the shock wave were created and rendered using Houdini.
The shock wave was then used to drive a small fluid simulation for the open water on screen right, which was then passed back to Maya for lighting.
Spray from the water was rendered using Houdini.