Wireframe Controls For The Wave World Effect; Height Map Controls For The Wave World Effect; Simulation Controls For The Wave World Effect - Adobe AFTER EFFECTS 7.0 Manual

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ADOBE AFTER EFFECTS 7.0
521
User Guide

Wireframe controls for the Wave World effect

Wireframe controls fine-tune the appearance of the wireframe model. These controls do not affect the grayscale
output.
Rotates the wireframe preview around the horizontal axis (right and left). As you adjust this
Horizontal Rotation
control, the distortion of the wireframe model keeps the entire wireframe model in full view.
Rotates the wireframe preview around the vertical axis (up and down).
Vertical Rotation
Distorts the wireframe preview vertically so that you can see heights more easily. It does not affect the
Vertical Scale
grayscale output.

Height Map controls for the Wave World effect

Height Map controls specify the appearance of the height map.
Note: While adjusting Brightness and Contrast, keep the wave surface layer between the cyan and violet rectangles. If a
peak pokes through the cyan rectangle, it clips at pure white. If a trough pokes through the bottom of the violet rectangle,
it clips at pure black. If you want to create a displacement map, try to avoid clipping because it shows up as flat peaks
and valleys, which look unnatural.
Adjusts the overall height of the water surface. Adjusting it brightens or darkens the overall grayscale
Brightness
output. When you use Wave World for displacement, this control moves the surface of the water up or down.
Changes the difference between the grays of the peaks and troughs, making the difference more or less
Contrast
extreme. Lower values even out the grays, and higher values create a wider range from black to white (until clipping
occurs).
Controls the slope of the waves in relation to the Brightness. Results are visible only in Height
Gamma Adjustment
Map view. Higher values result in rounder peaks and narrower valleys, while lower values result in smoother valleys
and pointier peaks.
Specifies how the water surface is rendered when a dry area exists. Dry areas are created when
Render Dry Areas As
a portion of the ground layer rises above the surface of the water. You can manipulate the dry area by using the
Steepness control.
This control is useful for compositing a Wave World effect into a scene. For example, you can use a precomposed
Wave World scene with transparency as a displacement map for the Caustics effect, and as a track matte for the effect
layer.
Controls the clarity of the water by adjusting how opaque the alpha channel is in shallower areas. For
Transparency
example, you can easily see to the bottom of a pool filled with fresh water, but you can see only an inch or two into
a pool filled with coffee. This control is most useful when compositing a Wave World effect into another scene. For
example, you can use a Wave World composition as a source layer for Caustics, and also as a track matte for the effect
layer.

Simulation controls for the Wave World effect

The Simulation controls specify the resolution of the water surface and ground grids.
Specifies the number of horizontal and vertical divisions that make up the wave surface and ground
Grid Resolution
grids. Higher values greatly increase the accuracy of the simulation but require more memory and increase rendering
time.
Reduces the internal simulation resolution when the output resolution decreases, increasing
Grid Res Downsamples
the rendering speed. However, this may cause the output to look significantly different.
Specifies how fast waves travel away from their starting point.
Wave Speed

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