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Wave World effect
Use
this effect to create a grayscale displacement map for use with
other effects such as Caustics or Colorama. This effect creates
waves based on a simulation of the physics of liquids. Waves emanate
from an effect point, interact with each other, and realistically
reflect off their environment. Use Wave World to create a top-down
view of a logo, with waves reflecting off the logo and the sides
of the layer.
This effect works with 8-bpc color.
 Wireframe view (upper-left), Height Map view (lower-left),
and resulting image (lower-right). Result is used as Water Surface
source for Caustics effect example.  Wireframe view (left), Height Map view (center), and resulting
image (right). Result is used as Input Phase for Colorama effect
example. To
understand how this effect works, consider the following information
about the physics of waves: A wave consists of a peak and a trough.
The amplitude of a wave is the height, or distance, between the
peak and trough. The wavelength is the distance from one peak to
the next. Frequency is the number of waves per second passing a
fixed point.
View controlsView controls specify the method used to preview
the Wave World effect. Choose one of the following views:
- Height Map
- Displays the highest points as bright pixels and the lowest
points as dark pixels. Use this view when creating a displacement
map.
- Wireframe Preview
- Provides a visual depiction of how the wave is being created.
The grayscale output represents a height map: White represents the highest
possible wave, and black represents the lowest. The two rectangular outlines
represent these two extremes: The cyan rectangle represents pure white,
and the violet rectangle represents pure black. The green grid represents the
ground layer; it is flat by default but can be distorted by using
a grayscale image. The white grid represents the surface of the
water.
Wireframe controlsWireframe controls fine-tune the appearance
of the wireframe model. These controls don’t affect the grayscale
output.
- Horizontal Rotation
- Rotates the wireframe preview around the horizontal axis (right
and left). As you adjust this control, the distortion of the wireframe
model keeps the entire wireframe model in full view.
- Vertical Rotation
- Rotates the wireframe preview around the vertical axis (up and
down).
- Vertical Scale
- Distorts the wireframe preview vertically so that you can
see heights more easily. It doesn’t affect the grayscale output.
Height Map controlsHeight Map controls specify the appearance
of the height map.
Note: While adjusting Brightness and Contrast,
keep the wave surface layer between the cyan and violet rectangles.
If a peak pokes through the cyan rectangle, it clips at pure white.
If a trough pokes through the bottom of the violet rectangle, it
clips at pure black. If you want to create a displacement map, try
to avoid clipping because it shows up as flat peaks and valleys,
which look unnatural.
- Brightness
- Adjusts the overall height of the water surface. Adjusting
it brightens or darkens the overall grayscale output. If you use
Wave World for displacement, this control moves the surface of the
water up or down.
- Contrast
- Changes the difference between the grays of the peaks and
troughs, making the difference more or less extreme. Lower values
even out the grays, and higher values create a wider range from
black to white (until clipping occurs).
- Gamma Adjustment
- Controls the slope of the waves in relation to the Brightness.
Results are visible only in Height Map view. Higher values result
in rounder peaks and narrower valleys, while lower values result
in smoother valleys and pointier peaks.
- Render Dry Areas As
- Specifies how the water surface is rendered when a dry area
exists. Dry areas are created when a portion of the ground layer
rises above the surface of the water. You can manipulate the dry
area by using the Steepness control.
This control is useful
for compositing a Wave World effect into a scene. For example, you
can use a precomposed Wave World scene with transparency as a displacement
map for the Caustics effect, and as a track matte for the effect
layer.
- Transparency
- Controls the clarity of the water by adjusting how opaque
the alpha channel is in shallower areas. For example, you can easily
see to the bottom of a pool filled with fresh water, but you can
see only an inch or two into a pool filled with coffee. This control
is most useful when compositing a Wave World effect into another
scene. For example, you can use a Wave World composition as a source
layer for Caustics, and also as a track matte for the effect layer.
Simulation controlsThe Simulation controls specify the resolution
of the water surface and ground grids.
- Grid
Resolution
- Specifies the number of horizontal and vertical divisions
that make up the wave surface and ground grids. Higher values greatly
increase the precision of the simulation but require more memory
and increase rendering time.
- Grid Res Downsamples
- Reduces the internal simulation resolution when the output
resolution decreases, increasing the rendering speed. However, the
result may cause the output to look very different.
- Wave Speed
- Specifies how fast waves travel away from their starting
point.
- Damping
- Specifies how quickly the energy of a wave is absorbed by
the liquid it travels through. The higher the value, the quicker
the wave energy is absorbed, and the shorter the distance the wave
travels.
- Wave Speed, Damping
- Specify the apparent viscosity of the liquid, and the apparent
size of the body of liquid. For example, waves in water move faster
and farther than waves in honey; waves in a sink move much faster
and fade out much more quickly than waves in a lake.
Note: Wave
World is optimized for small- to medium-sized bodies of water—anything
from a teacup to a small lake. Large bodies of water, like an ocean,
include swells or wide, stable waves with no apparent slowdown.
Even at the lowest settings, Wave World cannot generate swells because
the waves fade out relatively quickly.
- Reflect Edges
- Specifies how waves bounce off the edges of the layer and
back into the scene.
- Pre-roll (seconds)
- Specifies when the waves start moving. By default, the effect starts
with a still surface without waves or ripples. Use this control
to start the waves moving before the layer begins. The settings
at the first frame of the effect are applied to the layer during
the pre-roll.
Ground controlsThe Ground controls specify the appearance
of the ground layer.
- Ground
- Specifies the layer that appears at the bottom of the water.
If you use an animated layer for the ground, Wave World samples
only the first frame. Wave World determines the intersection of
the water surface with the edge of the ground, computes the waves
bouncing off the shore, and properly adjusts the speed of the waves
depending on the depth. The brightness of the layer determines the
ground surface: White represents higher elevation, and black represents
lower elevation.
- Steepness
- Adjusts the steepness of the ground by expanding and contracting the
height of the displaced wireframe. The mesh is locked at the black
level, so it always grows up from the bottom. In other words, you
cannot adjust the bottom of a canyon to be deeper; instead, you
can adjust the rim to be higher. To make the canyon deeper, combine
a higher Steepness setting with a lower Height setting.
- Height
- Controls the distance between the water surface and the deepest possible
point of the ground. Use this control to make the body of water
deeper or shallower. When you change the depth of the water, the
waves behave accordingly: They move faster in deep water and slower
in shallow water. (Adjusting the Height control when using the wireframe
preview may appear to lower the ground level, but the wireframe
camera always moves with the water level.)
- Wave Strength
- Controls how big the resulting waves are when the ground height
or steepness is animated. A value of 0 results in no waves.
Note: You
can create a pulsing wave effect by animating the steepness of the
ground so that the ground pokes through the water, producing waves.
Then use the Wave Strength control to intensify the effect.
Producer 1 and Producer 2 controlsThe Producer controls specify the point at
which the waves begin.
- Type
- Specifies the type of producer. Ring creates a wave as if
a stone were dropped into a pond; waves radiate outward in circles
(or ellipses, depending on the size settings of the effect point).
Line creates waves that emanate from the producer position in a
line instead of an ellipse. This setting is useful for creating waves
that look as though they were generated from much farther away.
The waves are produced perpendicular to the edges of the line. The
length of the line is based on the Height/Length setting.
- Position
- Specifies the location of the center of the wave producer.
- Height/Length
- Specifies the (vertical) height of a Ring producer and adjusts
the length of a Line producer.
- Width
- Specifies the (horizontal) width of the producer area.
- Angle
- Specifies the angle of the wave producer area for the Line
and Ring types. This control sets the orientation of the line and
thus controls the initial direction of the waves, which emanate
from either side of the line, perpendicular to its length.
- Amplitude
- Controls the height of the produced wave. Higher values create more
dramatic waves but may result in clipping, which you can repair
by using the Brightness and Contrast controls.
- Frequency
- Controls how many waves are produced per second. A value
of 1 has the effect of waves surfacing once every second.
- Phase
- Specifies where in the wave phase the wave begins. For example,
with the default setting of 0°, the first disturbance in the liquid
is a convex wave (projecting upward from the surface of the water).
With Phase set to 180°, the first disturbance in the liquid is a
concave wave.
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