Creating Water Ripple Effects in 3ds Max - Part 6 - Animated Ripples

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Industry
  • Film & VFX
  • Games
  • Design Visualization
Subject
  • Animation
  • Dynamics
  • 2014
  • Simulation and Effects
  • Workflow
Products
  • 3ds Max
Skill Level
  • Intermediate
Duration
6 min

Creating Water Ripple Effects in 3ds Max - Part 6 - Animated Ripples

In this tutorial, you animate rings under the ripples. You will synchronize the animation to coincide with each arrow bounce. In a later tutorial, you'll also need to animate "connectors" going from one ring to another.

Notes
  • Recorded in: 3ds Max 2014
  • This tutorial is intended for use with 3ds Max version 2014 or higher.
Transcript
00:00:06 --> 00:00:12
The scene is almost done, but you still need to animate the rings and their connectors, below the water surface.

00:00:13 --> 00:00:19
If you need to catch up, use the scene named flex_rings.max you downloaded for this tutorial.

00:00:19 --> 00:00:24
Make sure you reload the point cache file as explained in the last movie.

00:00:28 --> 00:00:36
At this point, and if you haven't done so already, you may find it useful to disable the grid in all viewports using the G hotkey.

00:00:37 --> 00:00:44
There are two sets of self-illuminated rings and connectors with the upper set brighter than the lower set.

00:00:44 --> 00:00:51
The rings are relatively easy to create and animate. They are simple circles with an animated radius value.

00:00:51 --> 00:00:58
Zoom-in in both the top and front views. Go to the frame where the sphere hits the water for the first time.

00:00:58 --> 00:01:00
Scrub the animation to study the motion.

00:01:01 --> 00:01:10
Here, the sphere seems to be at its lowest point at frame 6. At frame 4, it hasn't touched the water surface yet.

00:01:10 --> 00:01:14
By frame 9, the sphere is above the water surface again.

00:01:15 --> 00:01:21
That's the range you need for the first ring, with a radius that would animate between frames 4 and 9.

00:01:27 --> 00:01:34
Go to frame 6 and create a circle in the Top view, centered on the sphere.

00:01:39 --> 00:01:45
In the Modify panel, give it a radius that works for you. I will use 0.05m

00:01:46 --> 00:01:54
Name it Ring_up_001, you'll work on the upper level first, the shinier rings.

00:01:55 --> 00:02:00
In the Rendering rollout, enable the circle in both the viewport and the renderer.

00:02:01 --> 00:02:05
This way, you'll be able to see it both in the view and at render time.

00:02:06 --> 00:02:12
Bring down the Thickness some. I'll use a value of 0.002m

00:02:12 --> 00:02:17
By default, there are 6 subdivisions on a shape, between one vertex and the next.

00:02:18 --> 00:02:26
There are only four vertices that make a circle, one at each quadrant. This is why the circle doesn't appear smooth when zoomed in.

00:02:26 --> 00:02:29
You can increase the Interpolation,

00:02:33 --> 00:02:36
or use the Adaptive method to smooth the spline.

00:02:37 --> 00:02:42
This increases the geometry but will yield better results if and when you need them.

00:02:43 --> 00:02:47
Move the circle below the ripple so that it never breaks the water surface.

00:02:49 --> 00:02:54
-0.07m should work fine for the scene in this video.

00:02:55 --> 00:03:01
Finally, create a new Arch & Design material and apply it to the ring.

00:03:05 --> 00:03:09
Name it Rings_Upper,

00:03:12 --> 00:03:15
and enable the Self-Illumination (Glow).

00:03:16 --> 00:03:19
Set the Unitless Luminance value to about 10

00:03:21 --> 00:03:25
and test render the scene at about frame 15 to see the results.

00:03:33 --> 00:03:41
To animate the first ring, start by setting its radius to 0 and then enable Auto Key mode.

00:03:45 --> 00:03:53
At Frame 9, animate the radius value to regain its earlier size, in this case, 0.05m.

00:03:54 --> 00:04:05
This animates the radius between frames 0 and 9. To have the animation happen between frames 4 and 9, simply relocate the first keyframe to Frame 4.

00:04:11 --> 00:04:13
Exit Auto Key when done.

00:04:18 --> 00:04:24
Go to frame 20. This is when the second ripple is visible.

00:04:24 --> 00:04:31
In the Front view, make a copy of the ring and position the copy under the second ripple.

00:04:33 --> 00:04:42
The animation of the second ring should take place between frames 18 and 23, as the sphere hits the water surface for the second time.

00:04:43 --> 00:04:50
With the second ring selected, move its two keyframes to relocate them to frames 18 and 23.

00:04:56 --> 00:05:00
Repeat the procedure for a third ring,

00:05:03 --> 00:05:08
at frames 32 and 37,

00:05:14 --> 00:05:16
And a fourth ring,

00:05:19 --> 00:05:23
at frames 46 and 51.

00:05:29 --> 00:05:31
That was relatively easy.

00:05:31 --> 00:05:37
In the next movie, you create the lines connecting the rings.
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Tags
  • 3ds Max
  • Animation
  • Dynamics
  • 2014
  • Simulation and Effects
  • Workflow
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