| Texture | Ripple | Advanced | Render Tree Usage
Shader Type: Texture
Output: Color (RGB) value
Simulates ripples on the surface of a fluid. To understand how the parameters work, keep in mind that a ripple is composed of two waves: the envelope and the wavelet. The envelope is a hump shape under which the wave “lives.” The wave exists only where the envelope is non-zero and its amplitude is the same as the value of the envelope at that point. The wave travels within the envelope. Thus, the overall effect is of waves being created at the inner envelope boundary, growing in amplitude as they travel outward to the envelope center and finally decaying as they approach the outer boundary.
The default parameters correspond to typical water, where the unit square is one square meter.
In order to quickly see your effect, try boosting the Amplitude parameter from the Ripple tab.
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Name |
The shader’s name. Enter any name you like, or leave the default. |
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Texture Space |
Defines the texture space the texture will be applied to. The projection can be defined per object or to all objects in the selection. Object Selection: When multiple objects are selected, defines whether changes are applied to all objects or a specific one. This control updates automatically as you select objects in the scene, as long as the property editor is not locked. Property Selection: Lets you choose a Texture Support. If no texture support has been defined, you can create one by clicking New. If a texture projection is already defined, you can edit it by clicking Edit. Edit: Opens the Texture Support property page for the defined texture projection. New: Defines the new texture projection to be created. You can choose from the following: • UV: Projects the texture along the U and V. • Planar XY: Projects the texture on X and Y coordinates only. • Planar XZ: Projects the texture on X and Z coordinates only. • Planar YZ: Projects the texture on Y and Z coordinates only. • Cylindrical: Projects the texture as though it is a cylinder wrapped around an object. • Spherical: Surrounds the object with a spherical mapping across the whole surface with some distortion. • Spatial: The texture is centered on the scene’s origin. • Cubic: Applies the texture onto the object by first assigning the object’s polygons to faces of a cube, and then projecting the texture onto each face by default. The layout of a cubic projection can be completely customized using the options in the Texture Support property editor. • Camera Projection: The texture is mapped relative to the camera’s center. In this coordinate system, the camera is the center of the “world,” with an up vector, looking toward the negative Z axis. The result resembles an image projected from a camera. The texture will move with the camera and will be affected by any scaling, rotation, and translation. • Unique Uvs (Polymesh): Applies a texture to polygon objects by assigning each polygon’s UV coordinates to its own distinct piece of the texture so that no two polygons’ coordinates overlap each other. • Advanced: Opens the Create Texture Support property page from which you can explicitly define a texture projection. |
Bump Mapping
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Enable |
Switches bump mapping on or off. |
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Bump Map Factor |
Defines how “bumpy” the bump map will be. A negative value inverts the bump inward; a positive bump map factor bumps outward. |
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Use Alpha |
Uses the texture’s alpha channel to achieve a bump map. |
All the parameters on this property page can be driven by other shaders using the connection icon.
Colors
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Color 1 |
Defines the first color of the ripple pattern. |
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Color 2 |
Defines the second color of the ripple pattern. |
Alpha
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Copy Alpha to RGB |
Multiplies the RGB channels with the alpha channel by the factor defined in the Alpha Strength parameter. |
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Alpha Strength |
Determines the factor by which the alpha is multiplied with the RGB channels. |
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Time |
Controls the current time of the ripple. At 0.0, the ripple has not formed yet. At 0.1, however, the ripple begins forming while taking into consideration the Amplitude and the Spread Start. |
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Frequency |
Defines the frequency of the waves within the envelope. The higher the value, the more waves. |
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Amplitude |
Defines the amplitude of the ripple’s envelope at 0.0 time. |
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Spread Rate |
Controls how much the spread increases in relation to time. In a physical situation, the envelope widens and moves outward as time passes. A value of 0.5 ensures that the inner boundary of the envelope always stays at the ripple origin. |
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Decay |
Controls the decay of the ripple amplitude in relation to time. A high value increases the liquid’s viscosity (e.g., syrup-like) and causes the waves to decay quickly; a low value prolongs the waves’ decay and simulates a less viscous liquid (e.g., water). For no decay, leave this parameter at 0.0. |
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Speed |
Defines the speed of the center of the envelope. In a physical situation, this value is always smaller than the Phase Speed. |
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Phase Speed |
Controls the speed of the wave that “lives” under the envelope. In a physical situation, this value is always greater than Speed. This parameter is called Phase Velocity in 2D-Ripple. |
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Spread Start |
Defines the spread of the envelope at the moment the wave is formed (after 0.0). The spread is the distance between the two boundaries of the envelope. |
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Origin |
Defines the X, Y, and Z point of origin of the ripple. |
Bump Mapping
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Step |
Controls the U, V, and Z steps of a bump map. Use this parameter to “smooth” bumps or make them more jagged. |
Alternate
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U, V, Z |
Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated. |
Repeats
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Texture Repeats |
Contains the repetition factor in X,Y, and Z. A value of 2, for example, shrinks the texture so that it fits twice in a [0..1] interval. |
UV Remap
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Minimum, Maximum |
Determines the remapping of the texture image. For a 2D image, only X and Y are used. |
Color parameters can be connected to other textures or image processing shaders. A texture’s scalar parameters can be altered to create interesting effects by applying Texture Generator shaders to them. For example, the Bump factor can be controlled with the Turbulence or even Ripple Texture Generator shader.
A texture shader has limitless capabilities in a render tree. It can texture an object, be used as a camera or light projection, define bump or displacement maps, or be blended with any number of other textures to create any effect.
Autodesk Softimage v.7.5