<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN"> <HTML ><HEAD ><TITLE >Wave Effect</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="Blender Documentation Volume I - User Guide" HREF="book1.html"><LINK REL="UP" TITLE="Effects" HREF="c8630.html"><LINK REL="PREVIOUS" TITLE="Particle Effects" HREF="x8673.html"><LINK REL="NEXT" TITLE="Special modelling techniques" HREF="c9165.html"></HEAD ><BODY CLASS="section" BGCOLOR="#FFFFFF" TEXT="#000000" LINK="#0000FF" VLINK="#840084" ALINK="#0000FF" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="x8673.html" ACCESSKEY="P" ><<< Previous</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" >Effects</TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="c9165.html" ACCESSKEY="N" >Next >>></A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><DIV CLASS="section" ><H1 CLASS="section" ><A NAME="effects_wave" ></A >Wave Effect</H1 ><P >The Wave effect adds a motion to the Z co-ordinate of the Object Mesh.</P ><DIV CLASS="figure" ><A NAME="BCD.EFF.F.S68.003" ></A ><P ><IMG SRC="PartAT/effects/gfx/WavePanel.png"></P ><P ><B >Figure 35. Wave Control Panel</B ></P ></DIV ><P >The wave effect influence is generated from a given starting point defined by the <TT CLASS="literal" >Sta X</TT > and <TT CLASS="literal" >Sta Y </TT > Num Buttons. These co-ordinates are in the Mesh local reference (<A HREF="x9097.html#BCD.EFF.F.S68.004" >Figure 36</A >).</P ><DIV CLASS="figure" ><A NAME="BCD.EFF.F.S68.004" ></A ><P ><IMG SRC="PartAT/effects/gfx/AnimButtonsWaveEffectStart.png"></P ><P ><B >Figure 36. Wave Origin</B ></P ></DIV ><P >The Wave effect deformation originates from the given starting point and propagates along the Mesh with circular wave fronts, or with rectilinear wave fronts, parallel to the X or Y axis. This is controlled by the two <TT CLASS="literal" >X</TT > and <TT CLASS="literal" >Y</TT > toggle buttons. If just one button is pressed fronts are linear, if both are pressed fronts are circular (<A HREF="x9097.html#BCD.EFF.F.S68.005" >Figure 37</A >).</P ><P >The wave itself is a gaussian-like ripple which can be either a single pulse or a series of ripples, if the <TT CLASS="literal" >Cycl</TT > button is pressed.</P ><DIV CLASS="figure" ><A NAME="BCD.EFF.F.S68.005" ></A ><P ><IMG SRC="PartAT/effects/gfx/AnimButtonsWaveEffectType.png"></P ><P ><B >Figure 37. Wave front type</B ></P ></DIV ><P >The Wave is governed by two series of controls, the first defining the Wave form, the second the effect duration.</P ><P >For what concerns Wave Form, controls are <TT CLASS="literal" >Speed</TT >, <TT CLASS="literal" >Height</TT >, <TT CLASS="literal" >Width</TT > and <TT CLASS="literal" >Narrow</TT > (<A HREF="x9097.html#BCD.EFF.F.S68.006" >Figure 38</A >).</P ><DIV CLASS="figure" ><A NAME="BCD.EFF.F.S68.006" ></A ><P ><IMG SRC="PartAT/effects/gfx/AnimButtonsWaveEffectWaveform.png"></P ><P ><B >Figure 38. Wave front controls</B ></P ></DIV ><P >The <TT CLASS="literal" >Speed</TT > Num Button controls the speed, in Units per Frame, of the ripple.</P ><P >The <TT CLASS="literal" >Height</TT > Num Button controls the height, in Blender Units and along Z, of the ripple (<A HREF="x9097.html#BCD.EFF.F.S68.007" >Figure 39</A >).</P ><P >If the <TT CLASS="literal" >Cycl</TT > button is pressed, the <TT CLASS="literal" >Width</TT > Num Button states the distance, in Blender Units, between the topmost part of two subsequent ripples, and the total Wave effect is given by the envelope of all the single pulses (<A HREF="x9097.html#BCD.EFF.F.S68.007" >Figure 39</A >).</P ><P >This has an indirect effect on the ripple amplitude. Being ripples Gaussian in shape, if the pulses are too next to each other the envelope could not reach the z=0 quote any more. If this is the case Blender actually lowers the whole wave so that the minimum is zero and, consequently, the maximum is lower than the expected amplitude value, as shown in <A HREF="x9097.html#BCD.EFF.F.S68.007" >Figure 39</A > at the bottom.</P ><P >The actual width of each Gaussian-like pulse is controlled by the <TT CLASS="literal" >Narrow</TT > Num Button, the higher the value the narrower the pulse. The actual width of the area in which the single pulse is significantly non-zero in Blender Units is given by 4 over the <TT CLASS="literal" >Narrow</TT > Value. That is, if <TT CLASS="literal" >Narrow</TT > is 1 the pulse is 4 Units wide, and if <TT CLASS="literal" >Narrow</TT > is 4 the pulse is 1 Unit Wide.</P ><DIV CLASS="figure" ><A NAME="BCD.EFF.F.S68.007" ></A ><P ><IMG SRC="PartAT/effects/gfx/waves.png"></P ><P ><B >Figure 39. Wave front characteristics</B ></P ></DIV ><DIV CLASS="tip" ><P ></P ><TABLE CLASS="tip" WIDTH="100%" BORDER="0" ><TR ><TD WIDTH="25" ALIGN="CENTER" VALIGN="TOP" ><IMG SRC="./stylesheet-images/tip.gif" HSPACE="5" ALT="Tip"></TD ><TH ALIGN="LEFT" VALIGN="CENTER" ><B >To obtain a Sinusoidal-like wave</B ></TH ></TR ><TR ><TD > </TD ><TD ALIGN="LEFT" VALIGN="TOP" ><P >To obtain a nice Wave effect similar to sea waves and close to a sinusoidal wave it is necessary that the distance between following ripples and the ripple width are equal, that is the <TT CLASS="literal" >Width</TT > Num Button value must be equal to 4 over the <TT CLASS="literal" >Narrow</TT > value.</P ></TD ></TR ></TABLE ></DIV ><P >The last Wave controls are the time controls. The three NumButs define:</P ><P ><TT CLASS="literal" >Time sta</TT > the Frame at which the Wave begins;</P ><P ><TT CLASS="literal" >Lifetime</TT > the number of frames in which the effect lasts;</P ><P ><TT CLASS="literal" >Damptime</TT > is an additional number of frames in which the wave slowly dampens from the Amplitude value to zero. The Dampening occurs for all the ripples and begins in the first frame after the <TT CLASS="literal" >Lifetime</TT > is over. Ripples disappear over <TT CLASS="literal" >Damptime</TT > frames. </P ><DIV CLASS="figure" ><A NAME="BCD.EFF.F.S68.008" ></A ><P ><IMG SRC="PartAT/effects/gfx/AnimButtonsWaveEffectTime.png"></P ><P ><B >Figure 40. Wave time controls</B ></P ></DIV ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="x8673.html" ACCESSKEY="P" ><<< Previous</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="book1.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="c9165.html" ACCESSKEY="N" >Next >>></A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >Particle Effects</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="c8630.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >Special modelling techniques</TD ></TR ></TABLE ></DIV ></BODY ></HTML >