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If you want to document Blender 2.5 features please edit pages under Doc:2.5/Manual.
If a "2.5" page doesn't exist please copy the text from 2.4x Manual and edit the new page (i.e. you should paste the wikitext from this 2.4x page to this new 2.5x page and then update the latter with 2.5 features)


[edit] Wave Modifier

Mode: Object Mode

Panel: Editing Context → Modifiers

Hotkey: F9

[edit] Description

The Wave modifier adds an ocean-like motion to the Z coordinate of the Object Mesh.

[edit] Options

Wave Modifier Panel
Linear Wave Front
Circular Wave Front

This panel is found in the Editing buttons, Modifier panel, selecting Wave as the modifier.

X and Y
The Wave effect deforms vertices in the Z direction, and 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.
Cycl
Repeats the waves cyclically, rather than a single pulse.
Normal
Displaces the mesh along the surface normals.
Time sta
The Frame at which the Wave begins (if Speed is positive), or ends (if Speed is negative). Use a negative frame number to prime and pre-start the waves.
Lifetime
The number of frames in which the effect lasts. 0=forever, else frame at which waves stop being simulated.
Damptime
An additional number of frames in which the wave slowly dampens from the Height value to zero after Lifetime is reached. The dampening occurs for all the ripples and begins in the first frame after the Lifetime is over. Ripples disappear over Damptime frames.
Sta X and Sta Y
The starting points of the waves, in the Mesh object's Local coordinates.
Ob
Use an Object as reference for starting position of the wave. Leave blank to disable.
VGroup
Vertex group name with which to displace the Object.
Texture
Affects the Object's displacement based on a texture.
Local
This menu let's you choose the texture's coordinates for displacement.
Speed
The speed, in Blender units per frame, of the ripple.
Height
The height or amplitude, in Blender units, of the ripple.
Width
Half of 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 Technical Details 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 apparent is 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.
Warning
All the values described above must be multiplied with the corresponding Scale values of the object to get the real dimensions. For example, if the value of Scale Z: is 2 and the value of Height of the waves is 1, it gives us final waves with a height of 2BU!


[edit] Technical Details and Hints

The relationship of the above values is described here:

Wave front characteristics

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 Narrow value must be equal to 2 divided by the Width value. E.g. for Width=1 set Narrow to 2.