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[edit] Build

Mode: Object Mode

Panel: Editing Context → Modifiers

Hotkey: F9

[edit] Description

The Build modifier causes the faces of the Object to appear, one after the other, over time. If the Material of the Mesh is a Halo Material, rather than a standard one, then the vertices of the Mesh, not the faces, appear one after another.

Faces or vertices appear in the order in which they are stored in memory. This order can be altered by selecting the Object and pressing Ctrl F out of EditMode to sort the face based on their local Z axis height.

[edit] Options

Start
The start frame of the building process
Length
The number of frames over which to build up from 0% to 100%
Randomize
Randomizes the order that the faces are built up
Seed
The random seed. Change this to get a different random (but deterministic) effect

[edit] Wave

Mode: Object Mode

Panel: Editing Context → Modifiers

Hotkey: F9

[edit] Description

The Wave effect adds a motion to the Z co-ordinate of the Object Mesh, in an undulating wave pattern.

[edit] Options

Wave Control Panel
Wave front type
X and Y
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 X and Y toggle buttons. If just one button is pressed fronts are linear, if both are pressed fronts are circular (Wave front type).
Cycl
Repeats the waves cyclically, rather than a single pulse
Wave time controls
Time sta
The Frame at which the Wave begins;
Lifetime
The number of frames in which the effect lasts
Damptime
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 Lifetime is over. Ripples disappear over Damptime frames.
Wave Origin
Sta X and Sta Y
The starting points of the waves, in the Mesh object's Local co-ordinates
Wave front controls
Speed
The speed, in Blender units per frame, of the ripple
Height
The height, in Blender units, of the ripple
Width
The width, in Blender units, between the tops of two subsequent ripples (if Cycl is enabled). This has an indirect effect on the ripple amplitude - if the pulses are too near to each other, the wave may not reach the z=0 position, so in this case Blender actually lowers the whole wave so that the minimum is zero and, consequently, the maximum is lower than the expected amplitude. See (Wave front characteristics) below.
Narrow
The actual width of each pulse, the higher the value the narrower the pulse. The actual width of the area in which the single pulse is apparentis given by 4 divided by the Narrow Value. That is, if Narrow is 1 the pulse is 4 Units wide, and if Narrow is 4 the pulse is 1 Unit Wide.

[edit] Technical Details

The relationship of the above values is described here:

Wave front characteristics

[edit] Hints

To obtain a nice wave effect similar to sea waves and close to a sinusoidal wave, make the distance between following ripples and the ripple width equal, that is the Width value must be equal to 2 divided by the Narrow value.







Redirects to fix

  • Manual/PartXIII/DupliVerts → Manual/DupliVerts
  • Manual/PartXIII/Particle Hair → Manual/Static Particles (Hair)