Re: Water Droplet 2005-05-16 - By elsiget
Back Here's how to do it, first create your water ripple shader... Then at the end frame, set completion and dampening to 100% (dampening is how tall it is, as a radial gradient function)... Now, if you want the ripples to spread out more, as in more ripples than what you now get... Just open the sequence tray, and click the little arrows next to your shader to see it's params, then click the same arrow for bump (or color if that's where your ripple function is, and you're using it for AGrooves as a heightmap)... Now, the Time parameter is the one controlling completion click it's tweener (if you don't know what that is, it's the rectangle between two keyframes), and set it to an oscillate tweener with sawtooth function with 100% up phase (this has to be done in the assembly room, as tweener properties don't show up in the shader room)... Now you should have an animation of a ripple that has many ripples that fade out over time...
--- In Carrara@(protected), "markdesmarais" <markdesmarais@(protected)> wrote: > You can use a circular gradient to tamp out the waves you want to get > rid of. . . > > > --- In Carrara@(protected), "nigel_robinsonuk" > <nigel_robinsonuk@(protected)> wrote: > > Hello Folks, > > > > I am a newbie (as they say in these here parts) and as such, I'm on > the scrounge. Can anyone > > tell me or upload a file showing how to create a short, realistic > animation of a water droplet > > hitting still water. > > > > It's the animation of the ripples I'm finding problematic. I need > them to end in a certain > > position to create a still image on the last frame, but the water > ripple shader seems to be > > infinite, rather than allowing a still surface to generate just > three ripples (which is where I > > need to be). > > > > Any help with this much appreciated. > > > > Nigel
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