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