//Maya ASCII 5.0 scene //Name: WindingWake.ma //Last modified: Thu, Mar 20, 2003 12:25:20 PM requires maya "5.0"; currentUnit -l centimeter -a degree -t film; fileInfo "application" "maya"; fileInfo "product" "Maya Unlimited 5.0"; fileInfo "version" "5.0"; fileInfo "cutIdentifier" "200303190009"; fileInfo "osv" "Microsoft Windows 2000 Professional Service Pack 3 (Build 2195)\n"; createNode transform -n "Pond1"; setAttr ".t" -type "double3" -0.014645314783184205 0.028673777545600743 -0.011197188639926026 ; 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" 20; setAttr ".dh" 20; setAttr ".dd" 3; setAttr ".scd" 0; setAttr ".ssd" 1; setAttr ".bod" 4; setAttr ".hss" no; setAttr ".sol" 2; setAttr ".dsc" 1; setAttr ".vdp" 0.019999999552965164; setAttr ".qua" 6; 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" 2; setAttr ".edr" 0.0080000003799796104; setAttr ".hfld" yes; setAttr ".srr" yes; setAttr ".nts" -type "string" ( "Preset Goal:\r\n" + "To create a wake from an object on a winding path.\r\n" + "\r\n" + "Basic construciton:\r\n" + "The emitter for the pond is placed on a motion path for 150 frames. The resulting wakes show interference as they reflect off the sides of the pond. To turn off the reflection, turn off Boundary X and Y in Container Properties. Turning up the emission of density on the emitter will produce a bigger wake. If the wake hits the top and flattens out, there is too much emission. Expanding the Z Size in container properties also produces a larger wake.\r\n" + "\r\n" + "Finer Points:\r\n" + "A negative emission from the emitter will suck out the fluid for an interesting effect. The wake, being a fluid, can also be used as a texture or shader. This surface renders as a raytraced volumetric surface. Render time: $\r\n" + "\r\n"); createNode transform -n "nurbsCircle1"; setAttr ".s" -type "double3" 6.344287818126225 6.344287818126225 6.344287818126225 ; createNode nurbsCurve -n "nurbsCircleShape1" -p "nurbsCircle1"; setAttr -k off ".v"; setAttr ".tw" yes; setAttr -s 11 ".cp[0:10]" -type "double3" -0.89858266450888458 0 0.74141611482292047 0.26991646576502637 0 -0.12641657257349315 -0.030749977112471183 0 -0.28358312225945759 0.47491631318150163 0 0.044416633606903004 -0.17083320618039621 0 0.3040831070011053 0.078583274842982387 0 0.058083290101335061 0.40316636658573568 0 -0.1947498550456519 0 0 0 0 0 0 0 0 0 0 0 0; createNode transform -n "positionMarker1" -p "nurbsCircleShape1"; createNode positionMarker -n "positionMarkerShape1" -p "positionMarker1"; setAttr -k off ".v"; setAttr ".uwo" yes; setAttr ".t" 1; createNode transform -n "positionMarker2" -p "nurbsCircleShape1"; createNode positionMarker -n "positionMarkerShape2" -p "positionMarker2"; setAttr -k off ".v"; setAttr ".uwo" yes; setAttr ".lp" -type "double3" 1 0 0 ; setAttr ".t" 150; createNode fluidEmitter -n "fluidEmitter1"; setAttr ".r" -type "double3" -89.999999999999986 0 0 ; setAttr ".smd" 7; setAttr ".emt" 4; setAttr -k off ".rat"; setAttr -k off ".sro"; setAttr -l on -k off ".urpp"; setAttr -k off ".npuv"; setAttr -k off ".dx"; setAttr -k off ".dy"; setAttr -k off ".dz"; setAttr -k off ".spr"; setAttr -k off ".spd"; setAttr -k off ".srnd"; setAttr -k off ".tspd"; setAttr -k off ".nspd"; setAttr ".vol" 1; setAttr -k off ".afc"; setAttr -k off ".afa"; setAttr -k off ".alx"; setAttr -k off ".arx"; setAttr -k off ".rnd"; setAttr -k off ".drs"; setAttr -k off ".ssz"; setAttr -k off ".dss"; setAttr ".fjt" no; setAttr ".fhe" 1; setAttr ".ffe" 1; createNode transform -n "windingWakeCam"; setAttr ".t" -type "double3" 11.305328623689677 1.5715572111039946 0.42913795609504435 ; setAttr ".r" -type "double3" -22.538352729597889 90.199999999999918 -4.5799987413074647e-013 ; createNode camera -n "windingWakeCamShape" -p "windingWakeCam"; setAttr -k off ".v"; setAttr ".rnd" no; setAttr ".fl" 34.999999999999993; setAttr ".coi" 10.951545277243479; setAttr ".imn" -type "string" "persp1"; setAttr ".den" -type "string" "persp1_depth"; setAttr ".man" -type "string" "persp1_mask"; setAttr ".hc" -type "string" "viewSet -p %camera"; createNode addDoubleLinear -n "addDoubleLinear1"; createNode motionPath -n "motionPath1"; setAttr -l on ".ft"; setAttr -l on ".ut"; setAttr -l on ".st"; setAttr -s 2 ".pmt"; setAttr -s 2 ".pmt"; setAttr ".fm" yes; createNode animCurveTL -n "motionPath1_uValue"; setAttr ".tan" 2; setAttr -s 2 ".ktv[0:1]" 1 0 150 1; createNode makeNurbCircle -n "makeNurbCircle1"; setAttr ".nr" -type "double3" 0 1 0 ; createNode addDoubleLinear -n "addDoubleLinear2"; createNode addDoubleLinear -n "addDoubleLinear3"; createNode shadingEngine -n "fluidShape1SG"; setAttr ".ihi" 0; setAttr ".ro" yes; createNode materialInfo -n "materialInfo1"; createNode lightLinker -n "lightLinker1"; select -ne :time1; setAttr ".o" 141; 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 ".mcfr" 33; setAttr ".pfm" -type "string" ""; setAttr ".top" 55; setAttr ".left" 32; setAttr ".bot" 36; setAttr ".rght" 46; setAttr ".oft" -type "string" ""; setAttr ".prm" -type "string" ""; setAttr ".pom" -type "string" ""; setAttr ".currentRenderer" -type "string" "mayaSoftware"; select -ne :defaultRenderQuality; setAttr ".eaa" 0; setAttr ".ert" yes; select -ne :defaultResolution; setAttr ".w" 720; setAttr ".h" 486; setAttr ".dar" 1.3329999446868896; setAttr ".ldar" yes; select -ne :defaultHardwareRenderGlobals; setAttr ".fn" -type "string" "im"; setAttr ".res" -type "string" "ntsc_4d 646 485 1.333"; connectAttr ":time1.o" "PondShape1.cti"; connectAttr "fluidEmitter1.ef" "PondShape1.eml[0].emfr"; connectAttr "fluidEmitter1.efc" "PondShape1.fce[0]"; connectAttr "makeNurbCircle1.oc" "nurbsCircleShape1.cr"; connectAttr ":time1.o" "fluidEmitter1.ct"; connectAttr "PondShape1.ifl" "fluidEmitter1.full[0]"; connectAttr "PondShape1.ots" "fluidEmitter1.dt[0]"; connectAttr "PondShape1.inh" "fluidEmitter1.inh[0]"; connectAttr "PondShape1.sti" "fluidEmitter1.stt[0]"; connectAttr "PondShape1.sd[0]" "fluidEmitter1.sd[0]"; connectAttr "addDoubleLinear1.o" "fluidEmitter1.tx"; connectAttr "addDoubleLinear2.o" "fluidEmitter1.ty"; connectAttr "addDoubleLinear3.o" "fluidEmitter1.tz"; connectAttr "motionPath1.msg" "fluidEmitter1.sml"; connectAttr "fluidEmitter1.tmrx" "addDoubleLinear1.i1"; connectAttr "motionPath1.xc" "addDoubleLinear1.i2"; connectAttr "motionPath1_uValue.o" "motionPath1.u"; connectAttr "nurbsCircleShape1.ws" "motionPath1.gp"; connectAttr "positionMarkerShape1.t" "motionPath1.pmt[0]"; connectAttr "positionMarkerShape2.t" "motionPath1.pmt[1]"; connectAttr "fluidEmitter1.tmry" "addDoubleLinear2.i1"; connectAttr "motionPath1.yc" "addDoubleLinear2.i2"; connectAttr "fluidEmitter1.tmrz" "addDoubleLinear3.i1"; connectAttr "motionPath1.zc" "addDoubleLinear3.i2"; 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 "PondShape1.ocl" "fluidShape1SG.vs"; connectAttr "PondShape1.iog" "fluidShape1SG.dsm" -na; connectAttr "fluidShape1SG.msg" "materialInfo1.sg"; connectAttr "fluidShape1SG.pa" ":renderPartition.st" -na; connectAttr "PondShape1.msg" ":defaultShaderList1.s" -na; connectAttr "lightLinker1.msg" ":lightList1.ln" -na; // End of WindingWake.ma