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Ripple Pro 1.0 3ds Max 2024-2027 iTooHelper


Ripple Pro — 一款适用于 3ds Max 的现代水波纹修改器。 传统的 3ds Max 波纹修改器几十年来未曾改变——仅在平面上生成单一正弦波。Ripple Pro 是从头开始的全新替代方案:一个完整的波纹、尾流和雨水工具包。它作为原生修改器安装,工作方式符合您的预期——将其拖放到几何体上,调整参数,完成。区别在于其底层功能:五种不同的波纹源、两种计算模式、基于波动方程的模拟、带有飞溅和水珠的程序化雨水,以及从视口到最终渲染的性能和缓存支持。

两种模式,一个修改器

图案模式 是快速、确定性的程序化波纹。每次拖动时间轴到同一帧,效果都完全相同,因此非常适合干净、可控、艺术导向的水面和动态图形效果。这最接近 3ds Max 自带的传统波纹修改器,但增加了大量新功能。

模拟模式 是基于波动方程构建的高度场解算器。扰动在表面上传播,相互干涉,从边缘反射,并随时间衰减和稳定。这能产生尾流、雨水交互以及对运动做出响应的波纹——而成本和设置工作量仅为完整 3D 流体模拟的一小部分。

您只需通过一个开关即可在两者间切换,且大多数功能在两种模式下均可使用。

任意来源产生波纹

传统的波纹修改器只能从辅助对象产生同心圆。Ripple Pro 让您选择驱动表面的来源:

  • ——径向波纹,现在能够正确地在球体和地形等曲面上传播,而不仅仅是平面。

  • 网格——使用对象的吃水线(其与表面接触的部分),因此船、鸭子或任何形状都会根据其实际轮廓产生波纹,而非圆形。

  • 样条线——使用开放或闭合样条线作为波纹源,用于艺术导向的形状和受控波前。

  • 粒子——每次粒子撞击都会产生飞溅。适用于 PFlow、tyFlow 及其他粒子系统,撞击会自动在任何表面形状(平面或曲面)上产生效果。

  • 纹理/图像——通过贴图驱动波纹:位图、程序化贴图、OSL 或动画图像序列。图像中的形状会发射波纹,在模拟模式下,移动的图像会产生跟随运动的方向性尾流。

您可以同时使用多个几何体源——它们共同作用于同一表面。

UV 模式

使波纹沿网格的 UV 空间而非世界空间传播,从而它们能跟随表面流向并环绕曲面和有机几何体。这不同于波纹直接穿过弯曲或卷曲的网格,而是沿着其表面传播。UV 混合选项有助于干净地处理接缝分裂。

边缘检测

Ripple Pro 能够读取网格的边界并加以利用——波纹从边缘发射并从边缘反弹回来,因此池塘、河流或任何封闭表面都能识别为具有岸线。无需建模碰撞物体;网格本身的形状即可完成这项工作。

纹理源,深入使用

向 Ripple Pro 提供任何 3ds Max 贴图,其中的形状将成为波纹源:

  • 支持静态和动态纹理

  • 程序化贴图(噪波、细胞、渐变、棋盘格等)

  • OSL 贴图

  • 动画图像序列

贴图每帧实时计算,因此动画和程序化贴图可直接使用——对噪波贴图的相位进行动画,或输入移动的图像序列,表面便会响应。在模拟模式下,动画纹理中的运动通过光流驱动波纹方向,因此移动的形状会产生可定向和增强的方向性尾流。

雨水和水珠

对于模拟模式下的粒子源,每个撞击表面的水滴都会产生程序化飞溅:

  • 降落时的环形冠

  • 中心的反弹射流

  • 稳定后的柔和着陆环

  • 可选的“缩断”水珠——从射流中飞出的实际分离水滴几何体

每个水滴的飞溅高度、半径、时机、水珠大小均可调整,还有一个变化控制,可随机化每次撞击的高度、大小和持续时间,使撞击效果不重复。它适用于任何表面形状、任何角度,无需设置。

波浪外观与细节

  • 波形: 正弦、Gerstner、摆线、方波、锯齿波和自定义曲线

  • 尖锐度 用于更陡峭的波峰和水平位移

  • FBM 细节分层(八度、持续度、间隙度)实现多尺度表面变化

  • 扭曲 — 程序化扭曲,可将完美的数学圆形打散为不规则、有机的形状。在图案和模拟模式下均有效。

模拟控制

  • 物体使表面位移,然后表面重新填充并稳定

  • 由移动、旋转甚至变形或蒙皮几何体产生的尾流——行走的角色会产生首波

  • 场景中的物体可作为障碍物,波浪从其反射

  • “浮于表面”选项让物体置于表面上,仅从其移动边缘产生波纹,而非使其凹陷

  • 可调节行为:粘度、弹簧、衰减、时间缩放、尾流平静、首波

遮罩与交互

  • 将波纹限制在软选择或通过修改器堆栈传递的选择集上,以将效果遮罩到网格的一部分

  • 通过可移动和动画的辅助对象驱动图案模式的波纹,类似于传统的波纹辅助对象——但可在任何形状上使用

为生产而构建

  • 多线程(Intel TBB):性能取决于您的 CPU、设置和源类型。

  • RAM 帧缓存——播放一次后,即可即时拖动或重放。

  • 渲染运动模糊——跨快门的子帧表面运动,而非每帧静态快照。

  • 无需关键帧即可动画——设置好后即可播放。

  • 每次下载均附带完整的 HTML 用户指南。

high.jpg

Ripple Pro — a modern water‑ripple modifier for 3ds Max. The stock 3ds Max Ripple modifier hasn't changed in decades — a single sine wave on a flat plane. Ripple Pro is a ground‑up replacement: a complete ripple, wake, and rain toolkit. It installs as a native modifier and works the way you'd expect — drop it on your geometry, dial it in, and you're done. The difference is what's underneath: five different ripple sources, two evaluation modes, a wave‑equation simulation, procedural rain with splashes and beads, and the performance and caching to take it from viewport to final render.

Two modes, one modifier

Pattern mode is fast, deterministic, procedural ripples. Every frame looks the same every time you scrub to it, so it's ideal for clean, controllable, art‑directed water and motion‑graphics looks. This is the closest to the legacy ripple modifier that comes with 3ds Max, but with a ton of new features.

Simulation mode is a height‑field solver built on the wave equation. Disturbances travel across the surface, interfere with each other, reflect off edges, and lose energy and settle over time. That's what produces wakes, rain interaction, and ripples that respond to motion — at a fraction of the cost and setup of a full 3D fluid sim.

You switch between them with a single toggle, and most features work in both.

Ripple from anything

Stock Ripple gives you concentric circles from a gizmo. Ripple Pro lets you choose what drives the surface:

  • Point — radial ripples, now able to travel correctly across curved surfaces like spheres and terrain, not just flat planes.

  • Mesh — uses an object's waterline (where it meets the surface), so a boat, a duck, or any shape ripples from its actual outline instead of a circle.

  • Spline — use open or closed splines as ripple sources for art‑directed shapes and controlled wavefronts.

  • Particles — every particle impact creates a splash. Works with PFlow, tyFlow, and other particle systems, and impacts register on any surface shape, flat or curved, automatically.

  • Texture / image — drive ripples from a map: bitmaps, procedural maps, OSL, or animated image sequences. The shapes in the image emit the ripples, and in Simulation mode, moving artwork produces directional wakes that follow the motion.

You can use multiple geometry sources at once — they all contribute to the same surface.

UV mode

Send ripples through the mesh's UV space instead of world space, so they follow the surface's flow and wrap around curved and organic geometry. It's the difference between ripples that cut straight through a bent or rolled mesh and ripples that travel along it. A UV‑blend option helps handle seam splitting cleanly.

Edge detection

Ripple Pro can read the borders of your mesh and use them — ripples emit from edges and bounce back off them, so a pond, a river, or any contained surface reads as having banks. No collision objects to model; the shape of your mesh does the work.

The texture source, in depth

Feed Ripple Pro any 3ds Max map, and the shapes in it become ripple sources:

  • Static and animated textures both supported

  • Procedural maps (Noise, Cellular, Gradient, Checker, and more)

  • OSL maps

  • Animated image sequences

The map is evaluated live each frame, so animated and procedural maps work directly — animate a Noise map's phase, or feed in a moving image sequence, and the surface responds. In Simulation mode, the motion in an animated texture drives ripple direction via optical flow, so moving shapes produce directional wakes you can aim and strengthen.

Rain and droplets

For particle sources in Simulation mode, each drop that hits the surface gets a procedural splash:

  • A crown ring as it lands

  • A central rebound jet

  • A soft landing ring as it settles

  • Optional pinch‑off beads — actual detached droplet geometry flung from the jet

Everything is adjustable per drop — splash height, radius, timing, bead size, and a variation control that randomizes each impact's height, size, and lifetime together so impacts don't repeat. It works on any surface shape, at any angle, with no setup.

Wave look and detail

  • Profiles: Sine, Gerstner, Trochoidal, Square, Saw, and a custom curve

  • Choppiness for sharper crests and horizontal displacement

  • FBM detail layering (octaves, persistence, lacunarity) for multi‑scale surface variation

  • Distort — procedural warping that breaks up perfect mathematical circles into irregular, organic shapes. Works in both Pattern and Simulation modes.

Simulation controls

  • Objects displace the surface, which then refills and settles

  • Wakes from movement, rotation, and even deforming or skinned geometry — a walking character throws a bow wave

  • Scene objects can act as obstacles that waves reflect off

  • A "float on surface" option lets an object sit on the surface and ripple only from its moving edge instead of denting it

  • Tunable behavior: Viscosity, Spring, Decay, Time Scale, Wake Calm, Bow Wake

Masking and interaction

  • Limit ripples to a soft selection or a selection passed up the modifier stack, to mask the effect to part of a mesh

  • Drive Pattern‑mode ripples from a helper object you can move and animate, like the stock Ripple gizmo — but on any shape

Built for production

  • Multithreaded (Intel TBB) — performance depends on your CPU, settings, and source type.

  • RAM frame cache — play through once and scrub or replay instantly

  • Render motion blur — sub‑frame surface movement across the shutter, not a static snapshot per frame

  • Animates without keyframes — set it up and play

  • A full HTML user guide ships with every download


描述:

标签: max 插件 软件 工具 水波
分类:资源 > 软件资源 > 3Ds max 插件
发布:CGer | 查看: | 发表时间:2026/7/15 21:57:30 | 更新时间:2026/7/15 21:57:30

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Ripple Pro 1.0 3ds Max 2024-2027 iTooHelper

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