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Adobe After Effects CS3 User Manual

Page 521

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AFTER EFFECTS CS3

User Guide

516

Damping

Specifies how quickly a wave’s energy is absorbed by the liquid it travels through. The higher the value, the

quicker the wave energy is absorbed, and the shorter the distance the wave travels.

Wave Speed, Damping

Specify the apparent viscosity of the liquid, and the apparent size of the body of liquid. For

example, waves in water move faster and farther than waves in honey; waves in a sink move much faster and fade out
much more quickly than waves in a lake.

Note: Wave World is optimized for small- to medium-sized bodies of water—anything from a teacup to a small lake.
Large bodies of water, like an ocean, include swells or wide, stable waves with no apparent slowdown. Even at the lowest
settings, Wave World cannot generate swells because the waves fade out relatively quickly.

Reflect Edges

Specifies how waves bounce off the edges of the layer and back into the scene.

Pre-roll (seconds)

Specifies when the waves start moving. By default, the effect starts with a still surface without

waves or ripples. Use this control to start the waves moving before the layer begins. The settings at the first frame of
the effect are applied to the layer during the pre-roll.

Ground controls

The Ground controls specify the appearance of the ground layer.

Ground

Specifies the layer that appears at the bottom of the water. If you use an animated layer for the ground, Wave

World samples only the first frame. Wave World determines the intersection of the water’s surface with the edge of
the ground, computes the waves bouncing off the shore, and properly adjusts the speed of the waves depending on
the depth. The ground surface is determined by the layer’s brightness: White represents higher elevation, and black
represents lower elevation.

Steepness

Adjusts the steepness of the ground by expanding and contracting the height of the displaced wireframe.

The mesh is locked at the black level, so it always grows up from the bottom. In other words, you cannot adjust the
bottom of a canyon to be deeper; instead, you can adjust the rim to be higher. To make the canyon deeper, combine
a higher Steepness setting with a lower Height setting.

Height

Controls the distance between the water surface and the ground’s deepest possible point. Use this control to

make the body of water deeper or shallower. When you change the depth of the water, the waves behave accordingly:
They move faster in deep water and slower in shallow water. (Adjusting the Height control when using the wireframe
preview may appear to lower the ground level, but the wireframe camera always moves with the water level.)

Wave Strength

Controls how big the resulting waves are when the ground height or steepness is animated. A value

of 0 results in no waves.

Note: You can create a pulsing wave effect by animating the ground’s steepness so that the ground pokes through the
water, producing waves. Then use the Wave Strength control to intensify the effect.

Producer 1 and Producer 2 controls

The Producer controls specify the point at which the waves begin.

Type

Specifies the type of producer. Ring creates a wave as if a stone were dropped into a pond; waves radiate

outward in circles (or ellipses, depending on the size settings of the effect point). Line creates waves that emanate
from the producer’s position in a line instead of an ellipse. This setting is useful for creating waves that look as though
they were generated from much farther away. The waves are produced perpendicular to the edges of the line. The
length of the line is based on the Height/Length setting.

Position

Specifies the location of the center of the wave producer.

Height/Length

Specifies the (vertical) height of a Ring producer and adjusts the length of a Line producer.

Width

Specifies the (horizontal) width of the producer area.