| Texture | Ripple | Advanced | Render Tree Usage
Category: Texture
Shader Family: Texture
Output: Color
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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The shader's name. Enter any name you like, or leave the default.
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Texture
Bump Mapping
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Switches bump mapping on or off.
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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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Uses the texture's alpha channel to achieve a bump map.
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Ripple
All the parameters on this property page can be driven by other shaders using the connection icon.
Colors
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Defines the first color of the ripple pattern.
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Defines the second color of the ripple pattern.
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Alpha
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Multiplies the RGB channels with the alpha channel by the factor defined in the Alpha Strength parameter.
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Determines the factor by which the alpha is multiplied with the RGB channels.
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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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Defines the frequency of the waves within the envelope. The higher the value, the more waves.
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Defines the amplitude of the ripple's envelope at 0.0 time.
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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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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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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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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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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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Defines the X, Y, and Z point of origin of the ripple.
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Advanced
Bump Mapping
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Controls the U, V, and Z steps of a bump map. Use this parameter to "smooth" bumps or make them more jagged.
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Alternate
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Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated.
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Repeats
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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.
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UV Remap
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Determines the remapping of the texture image. For a 2D image, only X and Y are used.
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Render Tree Usage
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.