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the raindrops would refill much slower, if at all This behavior can be created by editing the Conserve attribute on the soft body particle group that is parented to the waterSoft object By default, it is set to 1, but you can try a lower value to see the effect
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Select the waterSoft object and choose Soft/Rigid Bodies | Create Springs r to bring up the tool s Options window Set the Creation Method to Wireframe and set the Wire Walk Length value to 2 This will create springs between all of the particles Select the spring group and change its Stiffening attribute to a value of 100 Now when you play back the animation, the springs connecting the particles that are affected by the Air field pull the other particles and create a rippling effect You may wish to lower the Goal Weight on the soft body particles to make the drops have more of an effect A Goal Weight of 015 works well The result should look similar to Figure 24-11 Enable the Turbulence field in the Dynamic Relationship Editor so that the water has waves again However, now that the Goal Weight of the soft body has been lowered, the Magnitude setting that we were originally using on the Turbulence field is too great Change it to 5
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The soft body water is affected by the particle rain drops
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You may want the water surface to have some waves already present at
frame 1 of the animation You can disconnect the Air field from the water surface in the Dynamic Attribute Editor and let the animation play for a few seconds Then select the water surface in the view window and choose Solvers | Initial State | Set for Selected Reconnect the Air field to the surface Now, at frame 1, the surface will already be deformed
Create a Water Material
While we don t want to wander too far from the topic of this chapter, it is important that you realize that small rippling effects such as those in water can be more efficiently achieved through the use of materials To create the tiny ripples in the ocean, we can use a bump map generated from a 3D fractal texture The 3D fractal texture will produce the desired pattern, and because it is a 3D texture, it will change as the surface moves through it because it is affected by the dynamic forces in the scene As an added touch, we will create and adjust environment fog before rendering the final animation
1 2 3 4 5 6 7 8
In the Hypershade, create a new Blinn material Name it mOcean Click the Map button in the Bump Mapping channel, and the Create Render Node window will open In the 3D Textures section, choose the Solid Fractal texture Graph the connections to the material in the Hypershade and edit the solid fractal texture so that Frequency Ratio is set to 25 Select the bump 3D node and change its Bump Value attribute to 05 Select the material node and set its Color attribute to a deep, ocean blue Adjust the Eccentricity to about 01, the Specular Roll Off to 17, and the Reflectivity to 07 In the Raytrace Options section of the Attribute Editor, turn the Reflection Limit up to 3 and make sure that Raytracing is turned on in the Render Settings window Also in this window, add an Environment Fog node and change its color to a bluish white Set the Resolution and Anti Aliasing quality and range of frames, and then use the Batch Render command to render the animation To render the particles, you need to use the Maya hardware renderer and then composite the pieces in a compositing program The result should look something like Figure 24-12 Also, be sure to look at the final animation included on the DVD
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