
ANR Ripple Tank
Water ripples from one or two drops that spread, bounce off the frame edges and fade, as a height map or as a ripple distortion of your image.
- Creative
- Comp & Depth pack
- 2 inputs
- 16 controls
Overview
Ripple Tank makes ripples on a water surface the size of the frame. A drop lands at Emitter X and Emitter Y on the Start Frame, and a second drop can follow Second Delay seconds later. Their rings spread out, bounce off the edges of the frame, cross each other and calm down over time.
With Distort Source at 0 the node outputs the height of the water as a grey image: mid-grey is calm water, brighter is higher. Raise Distort Source to see Source through the moving water instead.
Use it for drops landing on a logo or title, puddles and water surfaces, liquid transitions, and as a height map for other nodes.
Inputs
- Sourceoptional
The image seen through the water when Distort Source is above
0. The height output does not use it. - Maskoptional
Limits the effect: where its alpha is black, Source passes through unchanged.
Output. With Distort Source at 0, an opaque grey height image covering the project format, mid-grey for flat water. Above 0, Source distorted by the ripples.
Quick start
- Add ANR Ripple Tank and connect the image to Source.
- Set Frames per Second to your project's frame rate, and Start Frame to the frame where the first drop lands.
- Place the first drop with Emitter X and Emitter Y, as fractions of the frame (
0.5is the middle). Place the second with Second X and Second Y, or set Second Strength to0for a single drop. - Play the shot and watch the height image. Set Wave Speed for how fast the rings spread and Damping for how quickly they calm down.
- Set Amplitude for the height of the waves and Detail for how fine they can be.
- Raise Distort Source to see Source through the water.
The panel
The node's panel as Nuke shows it, with the values of a new node. Click any control to see what it does; tabs and sections work as in Nuke.
No control matches.
All controls
ANR Ripple Tank16 controls
- Emitter XSlider
centerX First source, relative to project.
- Emitter YSlider
centerY First source, relative to project.
- Second XSlider
secondX Second source position.
- Second YSlider
secondY Second source position.
- Second StrengthSlider
second Zero disables the second impulse.
- Second DelaySlider
delay Seconds after the first impulse.
- Wave SpeedSlider
speed Propagation speed in project units per second.
- Pulse RadiusSlider
radius Gaussian impulse radius.
- DampingSlider
damping Exponential decay per second.
- AmplitudeSlider
amplitude Height-field amplitude.
- DetailSlider
modes Modes per axis; higher values resolve smaller waves.
- Distort SourceSlider
refract Zero outputs height; nonzero refracts Source by this distance.
- Frames per SecondSlider
fps Playback timing; set to your project frame rate.
- Start FrameSlider
start Frame corresponding to time zero.
The frame where the first drop lands. Before it, the water is flat.
- Outside SourceSlider
border 0 transparent; 1 clamp; 2 mirror. Rounded down.
What fills the areas the distortion pulls in from outside the image:
0transparent,1repeats the edge pixels,2mirrors the image. Used only when Distort Source is above0.- MixSlider
mix Blend with unmodified Source; multiplied by optional Mask alpha.
Tips
- For stronger distortion and lit, glinting water, connect the height image to the Height input of ANR Relief Surface and raise its Relief: it can exaggerate faint waves much further than Distort Source can.
- Pulse Radius sets the size of the drop: small drops make sharper rings, large ones broad swells.
- Set Damping to
0for ripples that keep bouncing round the frame. - Wave Speed is in pixels per second, so larger formats need higher values for the same look.
- Higher Detail gives finer ripples and takes longer to render.
Good to know
- On HD and larger frames the default waves are faint, and Distort Source alone barely moves the image. Raise Amplitude and Detail towards their maximum and enlarge Pulse Radius, or use ANR Relief Surface as above.
- Before Start Frame the water is flat.
- The waves are smooth ripples: no splashes, and they do not react to objects in the image.
- Nothing is simulated or cached: each frame is worked out from its own time, so there is no pre-roll and frames render in any order.
Something unclear or missing? Write to [email protected].