A simulation of objects plunging into water, as seen from under the surface. The fluid sim is of the air pockets pulled in behind the plunging objects, which is buoyant so immediately pulls up and away from the objects and breaks up into swarms of air bubbles. The sim was done using a combination of Maya and RealFlow. For the initial plunge part, prior to breakup into droplets, the fluid was targeted to Maya cloth simulations. As the objects reach their deepest point, the morphed fluid is released from the cloth sim, surface tension on the fluid is increased significantly, and a bubble behavior sim takes over that creates physically plausible buoyancy which is proportional to the bubble size. The targeting/morphing and the bubble behavior are driven by Python scripts running within RealFlow. The results were meshed in RF and rendered in Maya using mental ray's dielectric shader and image-based lighting.