//Maya ASCII 5.0 scene //Name: ripple.ma //Last modified: Wed, Apr 16, 2003 12:53:27 AM requires maya "5.0"; currentUnit -l centimeter -a degree -t ntsc; fileInfo "application" "maya"; fileInfo "product" "Maya Unlimited 5.0"; fileInfo "version" "5.0"; fileInfo "cutIdentifier" "200304040010"; fileInfo "osv" "Microsoft Windows 2000 Professional Service Pack 3 (Build 2195)\n"; createNode transform -n "Pond1"; addAttr -ci true -h true -sn "dfm" -ln "miDeriveFromMaya" -bt "UNKN" -dv 1 -min 0 -max 1 -at "bool"; addAttr -ci true -sn "hde" -ln "miHide" -bt "UNKN" -min 0 -max 1 -at "bool"; addAttr -ci true -sn "vsb" -ln "miVisible" -bt "UNKN" -dv 2 -at "short"; addAttr -ci true -sn "trc" -ln "miTrace" -bt "UNKN" -dv 2 -at "short"; addAttr -ci true -sn "shd" -ln "miShadow" -bt "UNKN" -dv 2 -at "short"; addAttr -ci true -sn "cst" -ln "miCaustic" -bt "UNKN" -dv 5 -at "short"; addAttr -ci true -sn "glb" -ln "miGlobillum" -bt "UNKN" -dv 5 -at "short"; addAttr -ci true -sn "mieg" -ln "miExportGeoShader" -bt "UNKN" -min 0 -max 1 -at "bool"; addAttr -ci true -sn "migs" -ln "miGeoShader" -bt "UNKN" -at "message"; setAttr ".t" -type "double3" -0.020502391129632258 0 -0.056947582123314078 ; setAttr ".r" -type "double3" -90 0 0 ; createNode fluidShape -n "PondShape1" -p "Pond1"; addAttr -ci true -sn "nts" -ln "notes" -dt "string"; setAttr -k off ".v"; setAttr ".rt" 1; setAttr ".vf" 0; setAttr ".iss" yes; setAttr ".is2" yes; setAttr ".rw" 100; setAttr ".rh" 100; setAttr ".rd" 1; setAttr ".dw" 50; setAttr ".dh" 50; setAttr ".dd" 20; setAttr ".scd" 0; setAttr ".ssd" 1; setAttr ".bod" 4; setAttr ".hss" no; setAttr ".sol" 2; setAttr ".bndx" 0; setAttr ".bndy" 0; setAttr ".dsc" 6; setAttr ".dsb" 0; setAttr ".vdp" 0.10000000149011612; setAttr ".qua" 3; setAttr ".rin" 3; setAttr -s 3 ".cl"; setAttr ".cl[0].clp" 0; setAttr ".cl[0].clc" -type "float3" 0.089645997 0.18954401 0.44600001 ; setAttr ".cl[0].cli" 1; setAttr ".cl[1].clp" 0.5; setAttr ".cl[1].clc" -type "float3" 0.630252 0.73199999 0.68521303 ; setAttr ".cl[1].cli" 1; setAttr ".cl[2].clp" 1; setAttr ".cl[2].clc" -type "float3" 1 1 1 ; setAttr ".cl[2].cli" 1; setAttr ".coi" 6; setAttr -s 2 ".opa[0:1]" 0 0 1 1 1 1; setAttr ".t" -type "float3" 0 0 0 ; setAttr -s 3 ".i"; setAttr ".i[0].ip" 0.30000001192092896; setAttr ".i[0].ic" -type "float3" 0 0 0 ; setAttr ".i[0].ii" 1; setAttr ".i[1].ip" 0.5; setAttr ".i[1].ic" -type "float3" 0.061627999 0.19939101 0.21699999 ; setAttr ".i[1].ii" 1; setAttr ".i[2].ip" 1; setAttr ".i[2].ic" -type "float3" 0.24928799 0.40799999 0.34237301 ; setAttr ".i[2].ii" 1; setAttr ".ili" 5; setAttr ".spc" -type "float3" 0.95867997 0.95867997 0.95867997 ; setAttr -s 4 ".env"; setAttr ".env[0].envp" 0; setAttr ".env[0].envc" -type "float3" 0.042744 0.108427 0.54799998 ; setAttr ".env[0].envi" 1; setAttr ".env[1].envp" 0.44999998807907104; setAttr ".env[1].envc" -type "float3" 0.087080002 0.15601701 0.28 ; setAttr ".env[1].envi" 1; setAttr ".env[2].envp" 0.60000002384185791; setAttr ".env[2].envc" -type "float3" 0.79049999 0.93000001 0.87143302 ; setAttr ".env[2].envi" 1; setAttr ".env[3].envp" 1; setAttr ".env[3].envc" -type "float3" 0.140119 0.215084 0.54100001 ; setAttr ".env[3].envi" 1; setAttr ".dos" 0; setAttr ".edr" 0.33057999610900879; setAttr ".hfld" yes; setAttr ".srr" yes; setAttr ".nts" -type "string" ( "Preset Goal: to create a ripple in a pond.\r\n" + "\r\n" + "Basic Construction:\r\n" + "The emitter is keyed to emit density for a few frames as if falls to \"drop\" some fluid onto the pond. This gives part of a splash and a ripple. The 2D fluid uses a spring mesh solver to model a water surface. The y size parameter can be increased to provide a larger range of travel, although the volume rendering may be a bit slower. \r\n" + "The boundaries are turned off so they don't reflect the ripple. \r\n" + "The Shading dropoff shape is set to sphere with a higher than default edge dropoff to fade out the ripple more naturally as it approaches the edge.\r\n" + "This method is good for a pond, not an ocean. Attach a wake to an ocean for a similar effect.\r\n" + "Although this emitter is animated in y, it needn't be. Just the emission animation matters. \r\n" + "There is no foam. \r\n" + "\r\n" + "Finer Points:\r\n" + "Paricle emission may give the look of bits of water breaking off of the little water spout when the emitter hits the pond.\r\n" + "Shading quality> render interpolation set to smooth compensates for lower resolutions of the fluid to degree and produces a smoother surface.\r\n" + "Negative density emission will push the surface down while positive values will push the surface up.\r\n" + "Some damping is added in Contents Details> Velocity to restrict how long you see the small ripples. Render time: $$"); createNode fluidEmitter -n "PondWakeEmitter1"; setAttr ".t" -type "double3" 0 0 0.0082168549757311929 ; setAttr ".s" -type "double3" 1.5 1.5 1.5 ; setAttr ".emt" 4; setAttr -l on ".urpp"; setAttr ".max" 1; setAttr ".vol" 1; setAttr ".fdo" 0.5; setAttr ".fjt" no; setAttr ".fde" 3; setAttr ".ffe" 1; createNode transform -n "defaultLight"; setAttr ".t" -type "double3" 0.85293691079335332 1.9136371402280936 29.740515917257149 ; setAttr ".r" -type "double3" -48.001705267202759 13.184447622085079 -5.8911752262423045 ; createNode directionalLight -n "defaultLightShape" -p "defaultLight"; addAttr -ci true -sn "milt" -ln "miExportMrLight" -bt "UNKN" -min 0 -max 1 -at "bool"; addAttr -ci true -sn "mils" -ln "miLightShader" -bt "UNKN" -at "message"; addAttr -ci true -sn "mipe" -ln "miPhotonEmitter" -bt "UNKN" -at "message"; addAttr -ci true -sn "phot" -ln "emitPhotons" -bt "UNKN" -min 0 -max 1 -at "bool"; addAttr -ci true -sn "eng" -ln "energy" -bt "UNKN" -at "float3" -nc 3; addAttr -ci true -sn "engr" -ln "energyR" -bt "UNKN" -dv 8000 -at "float" -p "energy"; addAttr -ci true -sn "engg" -ln "energyG" -bt "UNKN" -dv 8000 -at "float" -p "energy"; addAttr -ci true -sn "engb" -ln "energyB" -bt "UNKN" -dv 8000 -at "float" -p "energy"; addAttr -ci true -sn "exp" -ln "exponent" -bt "UNKN" -dv 2 -at "float"; addAttr -ci true -sn "cph" -ln "causticPhotons" -bt "UNKN" -dv 10000 -at "long"; addAttr -ci true -sn "gph" -ln "globIllPhotons" -bt "UNKN" -dv 10000 -at "long"; addAttr -ci true -sn "phy" -ln "physical" -bt "UNKN" -min 0 -max 1 -at "bool"; addAttr -ci true -sn "usm" -ln "shadowMap" -bt "UNKN" -min 0 -max 1 -at "bool"; addAttr -ci true -sn "smr" -ln "smapResolution" -bt "UNKN" -dv 256 -at "long"; addAttr -ci true -sn "smsa" -ln "smapSamples" -bt "UNKN" -dv 1 -at "short"; addAttr -ci true -sn "smso" -ln "smapSoftness" -bt "UNKN" -at "float"; addAttr -ci true -sn "smf" -ln "smapFilename" -bt "UNKN" -dt "string"; setAttr -k off ".v"; createNode transform -n "rippleCam"; addAttr -ci true -h true -sn "dfm" -ln "miDeriveFromMaya" -bt "UNKN" -dv 1 -min 0 -max 1 -at "bool"; addAttr -ci true -sn "hde" -ln "miHide" -bt "UNKN" -min 0 -max 1 -at "bool"; addAttr -ci true -sn "vsb" -ln "miVisible" -bt "UNKN" -dv 2 -at "short"; addAttr -ci true -sn "trc" -ln "miTrace" -bt "UNKN" -dv 2 -at "short"; addAttr -ci true -sn "shd" -ln "miShadow" -bt "UNKN" -dv 2 -at "short"; addAttr -ci true -sn "cst" -ln "miCaustic" -bt "UNKN" -dv 5 -at "short"; addAttr -ci true -sn "glb" -ln "miGlobillum" -bt "UNKN" -dv 5 -at "short"; addAttr -ci true -sn "mieg" -ln "miExportGeoShader" -bt "UNKN" -min 0 -max 1 -at "bool"; addAttr -ci true -sn "migs" -ln "miGeoShader" -bt "UNKN" -at "message"; setAttr ".t" -type "double3" 0.35719707259688938 5.3840426088433109 20.463806583692381 ; setAttr ".r" -type "double3" -14.738352729602486 1.0000000000000941 -1.2425934254440182e-015 ; createNode camera -n "rippleCamShape" -p "rippleCam"; setAttr -k off ".v"; setAttr ".fl" 34.999999999999993; setAttr ".coi" 21.163243713034277; setAttr ".imn" -type "string" "persp1"; setAttr ".den" -type "string" "persp1_depth"; setAttr ".man" -type "string" "persp1_mask"; setAttr ".hc" -type "string" "viewSet -p %camera"; setAttr ".col" -type "float3" 0.51999998 0.74904007 1 ; createNode animCurveTL -n "PondWakeEmitter1_translateX"; setAttr ".tan" 2; setAttr -s 2 ".ktv[0:1]" 0 0 10 0; createNode animCurveTL -n "PondWakeEmitter1_translateY"; setAttr ".tan" 2; setAttr -s 2 ".ktv[0:1]" 0 12 10 0; createNode animCurveTU -n "PondWakeEmitter1_rate"; setAttr ".tan" 2; setAttr -s 2 ".ktv[0:1]" 10 10 11 0; setAttr -s 2 ".kot[0:1]" 5 5; createNode materialInfo -n "materialInfo1"; createNode shadingEngine -n "fluidShape1SG"; setAttr ".ihi" 0; setAttr ".ro" yes; createNode cameraView -n "cameraView1"; setAttr ".e" -type "double3" 0.35719707259688938 5.3840426088433109 20.463806583692381 ; setAttr ".coi" -type "double3" 1.8485213360008856e-014 -3.8191672047105385e-014 -1.7763568394002505e-014 ; setAttr ".u" -type "double3" -0.0044399857204934614 0.96709767523561518 -0.25436661156816626 ; setAttr ".fl" 34.999999999999993; setAttr ".d" -type "string" "rippleShot"; createNode lightLinker -n "lightLinker1"; select -ne :time1; setAttr ".o" 18; select -ne :renderPartition; setAttr -s 3 ".st"; select -ne :renderGlobalsList1; select -ne :defaultShaderList1; setAttr -s 3 ".s"; select -ne :postProcessList1; setAttr -s 2 ".p"; select -ne :lightList1; select -ne :initialShadingGroup; setAttr -k on ".nds"; setAttr ".ro" yes; select -ne :initialParticleSE; setAttr ".ro" yes; select -ne :defaultRenderGlobals; addAttr -ci true -sn "currentRenderer" -ln "currentRenderer" -dt "string"; setAttr ".outf" 3; setAttr ".pfm" -type "string" ""; setAttr ".top" 483; setAttr ".rght" 717; setAttr ".an" yes; setAttr ".fs" 1; setAttr ".ef" 80; setAttr ".oft" -type "string" ""; setAttr ".pff" yes; setAttr ".ifp" -type "string" "ripple"; setAttr -k on ".mbf"; setAttr ".prm" -type "string" ""; setAttr ".pom" -type "string" ""; setAttr ".currentRenderer" -type "string" "mayaSoftware"; select -ne :defaultRenderQuality; setAttr ".eaa" 0; select -ne :defaultResolution; setAttr ".dar" 1.3329999446868896; setAttr ".ldar" yes; select -ne :defaultLightSet; select -ne :defaultHardwareRenderGlobals; setAttr ".fn" -type "string" "im"; setAttr ".res" -type "string" "ntsc_4d 646 485 1.333"; connectAttr ":time1.o" "PondShape1.cti"; connectAttr "PondWakeEmitter1.ef" "PondShape1.eml[0].emfr"; connectAttr "PondWakeEmitter1.efc" "PondShape1.fce[0]"; connectAttr ":time1.o" "PondWakeEmitter1.ct"; connectAttr "PondShape1.ifl" "PondWakeEmitter1.full[0]"; connectAttr "PondShape1.ots" "PondWakeEmitter1.dt[0]"; connectAttr "PondShape1.inh" "PondWakeEmitter1.inh[0]"; connectAttr "PondShape1.sti" "PondWakeEmitter1.stt[0]"; connectAttr "PondShape1.sd[0]" "PondWakeEmitter1.sd[0]"; connectAttr "PondWakeEmitter1_translateX.o" "PondWakeEmitter1.tx"; connectAttr "PondWakeEmitter1_translateY.o" "PondWakeEmitter1.ty"; connectAttr "PondWakeEmitter1_rate.o" "PondWakeEmitter1.rat"; connectAttr "cameraView1.msg" "rippleCamShape.b" -na; connectAttr "fluidShape1SG.msg" "materialInfo1.sg"; connectAttr "PondShape1.ocl" "fluidShape1SG.vs"; connectAttr "PondShape1.iog" "fluidShape1SG.dsm" -na; connectAttr ":defaultLightSet.msg" "lightLinker1.lnk[0].llnk"; connectAttr ":initialShadingGroup.msg" "lightLinker1.lnk[0].olnk"; connectAttr ":defaultLightSet.msg" "lightLinker1.lnk[1].llnk"; connectAttr ":initialParticleSE.msg" "lightLinker1.lnk[1].olnk"; connectAttr ":defaultLightSet.msg" "lightLinker1.lnk[2].llnk"; connectAttr "fluidShape1SG.msg" "lightLinker1.lnk[2].olnk"; connectAttr "fluidShape1SG.pa" ":renderPartition.st" -na; connectAttr "PondShape1.msg" ":defaultShaderList1.s" -na; connectAttr "lightLinker1.msg" ":lightList1.ln" -na; connectAttr "defaultLightShape.ltd" ":lightList1.l" -na; connectAttr "defaultLightShape.iog" ":defaultLightSet.dsm" -na; // End of ripple.ma