AI vs. Physics: Can Video-to-Video Models Handle Fluid Refraction and Caustics?
As a visual effects artist, procedural fluid simulations are a staple in my workflow. Building custom velocity fields, tweaking flip solvers in Houdini, and dialing in physically accurate rendering for water takes time, computational power, and a lot of patience. With the rapid explosion of AI video-to-video models, a natural question arises: can these tools bypass the heavy lifting of traditional fluid sims?
Specifically, I wanted to test whether AI can accurately interpret water movement, the refraction of light through a volume, and water caustics. To find out, I set up a stress test comparing a traditional procedural workflow against two AI models: Seedance 2.0 and Kling 3.0.
Here is a breakdown of the experiment and the results.
The Control: Procedural Accuracy in Houdini
To establish a baseline, I built a controlled simulation in Houdini. The setup was straightforward but designed to test specific optical properties:
- A small ocean geometry generating surface waves, placed over a simple grid.
- A yellow cube placed on the grid, fully submerged under the water.
- Materials accurately assigned to calculate the Index of Refraction (IOR).
- Caustics explicitly turned on and lighting set to highlight the light patterns on the floor.

The scene was rendered in Karma. The very first frame of this render served as the ground truth (and also reference image) for how light should bend around the submerged cube and cast caustics on the ocean floor. The whole 3-seconds shot was also rendered out and composed for comparison with other Gen AI outputs.
The Methodology
To test the AI, I provided the models with the exact same starting point and motion data.
- The Input Frame: The extracted first frame from the Houdini render.
- The Reference Motion: An extracted flipbook animation (mp4) of the waves and the motion of the small ocean geometry.
- The Prompt: Use ff as first frame. ff shows a yellow cube in shallow water with water caustics, distorted by refraction of light. Use Video1 as reference video for movement of water and position of cube. Interpret the distortion of the cube and water caustics. No audio.
This exact combination was fed into both Seedance 2.0 and Kling 3.0.
The Results: How Did the AI Perform?
Evaluating the outputs required looking past the initial “wow” factor of AI generation and critically analyzing the physics of the scene.
Seedance 2.0: Good Motion, Broken Physics
- Water Movement: Seedance did a surprisingly good job imitating the motion of the waves from the flipbook reference. It definitely looked like a fluid, and the pure white reflections scattered across the surface were convincing.
- Material Properties: This is where the physics fell apart. Instead of rendering clear water in a pool, Seedance generated what looked like an opaque, sky-blue liquid.
- Refraction: Because the model hallucinated a highly opaque liquid, the physics of light transport were completely illogical. A thick, opaque liquid shouldn’t allow light rays from a submerged cube to refract that clearly. Setting that aside, the distortion on the cube was extremely minimal compared to the Karma render. It appeared the model simply morphed the object toward the yellow square I left in the reference video for general positioning. (Note for future tests: removing the tracking square might give the AI more freedom to interpret genuine optical distortion rather than acting as a rigid morph target).
- Water Caustics: Due to the opaque nature of the generated fluid, the caustics were almost entirely non-existent.
Kling 3.0: Total Hallucination
- Output: The result from Kling 3.0 was completely unusable for this specific use case. The model entirely misinterpreted the prompt and reference, generating what looked like a frozen layer of ice with water running underneath it. While there were some vague caustic-like patterns on the pool floor and distortion of the cube, the overall output was a failed interpretation of the input data.
Conclusion
While video-to-video AI models are making incredible strides in tracking 2D surface displacement, this test highlights a massive gap in their ability to understand volumetric data and complex physical light transport.
The AI tools treated the reference as a 2D warping task. Seedance 2.0 successfully mimicked the surface fluidity but failed to comprehend the depth of the water, fundamentally breaking the material properties by turning a clear, refractive medium into an opaque liquid. Kling 3.0 simply hallucinated entirely different physical states.
| Feature Tested | Seedance 2.0 | Kling 3.0 |
| Water Movement | Convincing surface tracking and fluid motion. | Unusable (hallucinated an ice layer). |
| Material Accuracy | Failed (rendered an opaque liquid). | Failed. |
| Refraction | Minimal; hindered by opacity and reference morphing. | Some distortion present but unnatural-looking. |
| Caustics | Barely visible due to incorrect material density. | Failed. |
For now, if a project requires precise optical fidelity, where refraction and caustics need to accurately interact with submerged objects, it still absolutely demands a robust procedural solver and a physically based renderer. AI can approximate the broad strokes of movement, but true fluid physics remains securely in the realm of traditional 3D pipelines.








