Simulates linear water waves, concentric
water ripples (like an object falling into water), or a combination
of waves and ripples. Use as a bump or displacement map to simulate
water, or as a color map to simulate light reflections or refractions
from a water surface.
Find this texture in
the
Create bar.
To apply this texture as a texture map, see
Map a 2D or 3D texture.
- Number Of Waves
-
The
number of linear waves in the texture. The valid range is 0 to 100.
The slider range is 0 to 32. The default is 8.
Tip
- For water ripples with no linear waves,
set Number Of Waves to 0.
- To combine linear waves with concentric
ripples, set Number Of Waves to a low number
(1 to 3).
- Wave Time
-
Controls the appearance of the waves
over time. The range is 0 to 1. The default is 0.
The wave effect is similar
to the waves produced from a boat—the waves start at a
point with a certain velocity and amplitude. This is time zero.
As time increases, the waves travel to shore and the appearance
changes (velocity and amplitude decrease). To simulate moving waves, animate
the Wave Time value. The waves
move as this value increases. Maya determines the wave speed by
the
Wave Velocity value
and the rate at which you animate the Wave Time value.
- Wave Velocity
-
The
wave speed. The valid range is 0 to infinity. The range is 0 to
1. The default is 1.
- Wave Amplitude
-
Scales
the wave height. The valid range is 0 to infinity. The range is
0 to 1. The default is 0.05.
- Fast
-
An
optimization for the Water texture. When on, Maya
computes the color tables once per frame. When off, Maya computes
the color tables for every sample.
TipThe only time you
might turn this off is when water is viewed close-up in the final
scene.
- Wave Frequency
-
Controls
the distance between primary waves. The higher the value, the shorter
the distance. The valid range is 0 to infinity. The slider range is
0 to 20. The default is 4.
- Sub Wave Frequency
-
Controls
the distance between secondary waves that ride on top of primary
waves (for example, white caps). The valid range is 0 to infinity.
The slider range is 0 to 1. The default is 0.125.
- Smoothness
-
Controls the intensity of secondary waves.
The valid range is 0 to infinity. The slider range is 0 to 5. The
default is 2.
- Wind UV
-
The strength of wind in the U and V directions (which
determines the overall direction of the linear wave pattern). The
range is from -1 to 1. The default for U is 1. The default for V
is 0.
Concentric Ripple Attributes
Control
the appearance of concentric water ripples. The Concentric
Ripple attributes do not affect the linear wave component
of the texture.
- Ripple Time
-
Controls the appearance of ripples over
time. The range is 0 to 1. The default is 0.
For example, imagine
a water droplet falling into a glass of still water—at
time 0 there is no ripple since the droplet has not touched the surface
of the water. As the time attribute increases to a value greater
than 0, the droplet has fallen onto the water surface and the ripple wave
effect simulates the effect on the water in the glass at that point
in time. When time has reached a value of 1, the effect of the droplet
on the water surface is nearly complete and the water in the glass
becomes still again.
To simulate moving water
ripples, animate the Ripple Time value. The ripples
move as this value increases. The actual speed of the ripples is determined
by the
Group Velocity value
and the rate at which you animate the Ripple Time value.
- Ripple Frequency
-
Controls
the distance between individual ripples. The higher the value, the
shorter the distance. The valid range is 0 to infinity. The slider
range is 0 to 20. The default is 25.
- Ripple Amplitude
-
Scales
the height of the ripples. The valid range is 0 to infinity. The
slider range is 0 to 1. The default is 0.05.
- Drop Size
-
The mass of the droplet that starts the
water ripples. A Drop Size value of 0 produces
no ripple effect because the droplet has no mass. As the Drop
Size value increases, the mass of the drop increases,
causing a greater ripple effect. The valid range is 0 to infinity.
The slider range is 0 to 1. The default is 0.3.
- Ripple Origin
-
The location of the center of the ripples
along U and V directions. The range is from 0 to 1. The default
is 0.5.
- Group Velocity
-
The speed
of the primary ripple. The valid range is 0 to infinity. The slider
range is 0 to 10. The default is 1.
- Phase Velocity
-
The speed
of sub-ripples. The valid range is 0 to infinity. The slider range
is 0 to 10. The default is 2.5.
- Spread Start
-
Degree of effect a droplet has on a
still water surface at time 0. A concentric ripple starts as a point
of disturbance in space (defined by the Ripple Origin values)
when the Ripple Time value is 0. The
size of the disturbance at time 0 is determined by the Spread
Start value. The greater the value, the greater the effect
of the disturbance at time 0. The valid range is 0 to infinity.
The slider range is 0 to 1. The default is 0.005.
- Spread Rate
-
Rate at which the primary ripple breaks
into sub-ripples. (As a ripple expands outward, it breaks up into
sub-ripples.) The valid range is 0 to infinity. The slider range
is 0 to 1. The default is 0.3.
- Reflection Box
-
Activates
an imaginary reflective bounding box ripples can reflect off. Reflection
Box is off by default. (This effect can slow down the
render speed.)
- Box Min, Box
Max
-
Defines
the bounding box in the U and V directions. If Reflection
Box. is off, these attributes have no effect. The range
is 0 to 1. The default for Box Min is
0; the default for Box Max is 1.