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2002-2012 Michael O'Rourke

Water Procedure Texture Animation


Maya 2013
Concept
Mayas Water texture procedure:
usually is applied as a bump map
can also be applied as a displacement map
can be animated over time
can produce animated waves moving in a single direction
can produce concentric circular ripples moving outward from a source
Make a Simple Model
model a NURBS plane
does not need lots of subdivisions in its geometry
because te !water" loo# will be created wit bump mapping
tat is$ not wit geometry but wit rendering
Create a shader with Water bump map
%&indow %Rendering 'ditors %(ypersade
%)reate % Material
%Blinn
assign tis Blinn material to your plane
in te (ypersade
double*clic# on te Blinn node
Bump Mapping+ from a texture ,te small cec#ed icon-
%./ 0exture
%Water
Animate one Water ripple
go to frame 1
in te 2ttribute 'ditor for te water node
%)oncentric Ripple 2ttributes
Ripple 0ime + 343
0is means !no ripple yet"
Rigt mouse button ,RMB- over Ripple 0ime$ % Set 5ey
0is saves a #ey for Ripple 0ime + 343 at frame 1
6o to frame 133
Ripple 0ime + 143
0is means !te ripple as finised"
RMB over Ripple 0ime % Set 5ey
0is saves a #ey for Ripple 0ime + 143 at frame 133
0o see te result$ you ave to render frames$
since te ripple is created by bump mapping
%Rendering module
%Render %Render )urrent 7rame
render several frames between frame 1 and frame 133
Adjust parameters of the Water ripple
ad8ust parameters of ripple to ma#e it loo# better
in te 2ttribute 'ditor for te water node
%)oncentric Ripple 2ttributes
Ripple 2mplitude + te eigt of te ripples
9ncrease to ma#e iger
/rop Si:e + si:e of ob8ect;drop causing te ripple
9ncrease to ma#e a larger ripple
Render some frames to see result
te ripples center:
is controlled by Ripple <rigin U;=
%)oncentric Ripple 2ttributes
default is Ripple <rigin U;= + 34>$ 34>
tis is$ in te center of te your surface
cange to
Ripple <rigin U;= + 34.$ 3$ .
0at is$ lower left corner of te patc
Render some frames to see result
Add some Waves
in te 2ttribute 'ditor for te water node
%&ater 2ttributes
&ave 0ime + 343
tat is$ no wave yet
RMB over &ave 0ime$ % Set 5ey
0is saves a #ey for &ave 0ime + 343 at frame 1
6o to frame 133
&ave 0ime + 143
0is means !te &ave as finised"
RMB over &ave 0ime$ % Set 5ey
0is saves a #ey for &ave 0ime + 143 at frame 133
Render some frames to see te result
&aves animate across te plane
2t te same time$ your ripple still animates
Animate two Water ipples on one surface
0o ma#e more tan one ripple
?ou need to turn te parameters on$ ten off$ ten on
&e will also place te ripples in different locations
Ma#e te following #eyframes:
Ripple @1
7rame 1$ Ripple 0ime + 343
7rame A3$ Ripple 0ime + 143
No ripple at all
7rame A1$ Ripple 0ime + 343
7rame B3$ Ripple 0ime + 343
Ripple @.
7rame B1$ Ripple 0ime + 343
7rame 133$ Ripple 0ime + 143
%2ttribute 'ditor
% water node
% Select ,bottom of window-
%&indow % 2nimation 'ditors %6rap 'ditor
drag to select te curve for Ripple 0ime
%0angents %Cinear
to #eep Ripple 0ime flat wen it sould not be canging
Render some frames to test
0ere sould be two ripples$ wit a pause between tem
Bot ripples are in te same location
e!position the two Water ipples
Cocation of ripple origin is parameteri:ed
tat is$ it is a percentage of distance in U and =
9n modeling window
%)reate %Measure 0ools %Darameter 0ool
clic# on te plane$ drag cursor
U and = location is displayed on screen
Move your cursor to were you want te first ripple to be
&rite down te U= coordinates
%2ttribute 'ditor
% water node
%)oncentric Ripple 2ttributes
Ripple <rigin
Ma#e te #eyframes at frame 1
wit te U= coordinates you wrote down
Repeat tis process for a second location
Use Darameter 0ool to get U= coordinates
5eyframe Ripple <rigin to ave tose coordinates
at frame B1
tat is$ wen te second ripple begins
%6rap 'ditor
cange te curves for Ripple <rigin U;= to stepped
Render some frames to test
te two ripples sould now occur at teir two different locations
"isplacement!mapped ripples
you can also apply te water procedure as a displacement map
to deform te geometry of your surface
if you need very ig waves or ripples
see te Displacement Mapping tutorial on tis )/$
for an explanation of ow to implement displacement mapping