
Index
How to use this guide - top
This software and accompanying manual is intended for 3d animators and artists who have a moderate familiarization with their specific 3d rendering software. Since Ripple Rain is a stand alone shader not intended for any one specific 3d package, no information is included that is specific to any particular rendering package. Instead, generic industry standard terms will be used to explain concepts and use. Please consult your 3d rendering package’s user manual for specific information.
Terminology - top
| Texture |
A texture is a file which can be loaded and mapped onto a 3d surface. You could load an image called bricks.gif and map it onto a sphere. This, of course, is done from within your rendering application. |
| Bump Map |
Typically, a bump map is a gray scale image of the texture that your rendering application uses to simulate roughness of a surface. A bump map allows you to simulate fine details without actually modeling them. Ripple Rain uses animated bump maps to simulate water impact ripples. |
| Alpha channeled textures |
The alpha channel in a TGA file refers to transparency information that your rendering software can use when painting textures onto 3d object. The higher the value in the alpha channel, the more opaque that pixel will appear. |
| Window |
A window, as defined in this document is a workspace within a screen. |
| Screen |
--fill in-- |
Overview - top
Ripple Rain is a powerful stand alone shader for animation that creates the illusion of rain fall and water impact ripples. This is accomplished through the exclusive use of animated textures. By using animated textures instead of a true particle system, Ripple Rain can work with almost any of the popular 3d rendering packages today.
When you create a project and render it to disk, you’ll end up with a wide variety of file names and formats each with their own specific purpose. Water impact ripples are saved in the common windows bitmap format (*.BMP). To animate ripples, you simply paint the texture onto a horizontal plane in your 3d rendering package as a bump map.
Rain is saved as alpha channeled TGA files (ie, 32 bit TARGA) that are painted on planes that are perpendicular to the object that the ripples bump map was painted on. By placing these "rain planes" parallel to each other, each with different rain drops in different locations, it will give the illusion of falling rain to your animation without the need for a particle system. As well, rain planes allow you to maintain an extremely low polygon count.!

Interface - top
All parameters and features of Ripple Rain are accessed from the main screen shown below. The main screen is divided up into three logical sections:
| Toolbar |
Project loading and saving, layout functions, rendering functions and tools are accessible from here. |
| Layout Window |
The layout window is where emitters are laid out that generate water impact ripples. If you are creating rain, the location of an emitter also serves as the target for the rain drop. This window is your workspace which is a top view of the horizontal plane show above. |
| Emitter Detail Window |
Emitters which exist in the layout window will also appear in the emitter detail window. This window is a detailed view of a give emitter in a treeview that works similar to Windows Explorer. |

Toolbar Overview - top
The toolbar for Ripple Rain is divided up into four sections as shown below.
File Operations
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Create a new project, load an existing project, and save current project. |
Layout
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Emitter mode, precision add emitter, snap to plane, show fade radius, show termination radius, variances, and rain parameters. |
Rendering
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Preview water ripples, render rain and water ripples.
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Tools
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Create action/plane alignment guides, and rain wizard. |
Toolbar at a glance - top
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When clicked, you’ll be prompted for the x and y resolution of the layout window. The layout window resolution will be used by Ripple Rain when creating impact ripples and rain textures. |
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an existing project. |
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When pressed, left clicking in the layout window will bring up the add emitter dialog box. After parameters are set, an emitter will be added to the project at the cursor location. |
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Since Ripple Rain will create a series of alpha channeled rain maps for each emitter that is on a unique y axis, using snap to plane will give you more control over emitter placement. When pressed, any emitters that are added will snap to the nearest plane. |
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When pressed, the radius at which point the ripple begins to fade is shown as a dark grey circle. |
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When pressed, the radius at which point the peak height of the ripple becomes zero is displayed as a light grey circle. |
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When the emitter mode icon is pressed in conjunction with the variance icon, any emitters added by right clicking in the layout window will have their parameters increased or decreased by the percentage entered. |
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When clicked, a dialog box will appear requesting various parameters for animating rain. |
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Rough preview of water ripples movement. Clicking the eye con will give you an idea of how fast ripples will expand and how far they move. Not a true 30 fps preview. |
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Render textures. When clicked, a dialog box will appear that allows you to set up various rendering options such as filenames and locations. |
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Refresh layout window. |
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Create plane alignment guides and emitter action guides. Clicking this icon will give you textures that can be used for aligning the rain planes with ripple planes from within your 3d rendering application. |
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Rain wizard is a fast and easy way to create water ripples and rain. In five steps, you can create an entire ripple rain project and render it. |
Working with emitters - top
Emitters are the foundation of Ripple Rain. It’s important to understand what they are and how they work so that you can get the most out of your projects. Their purpose is twofold: 1. they serve as locations on the ripple plane from which water ripples will appear, and 2. they serve as target locations for rain particles which are animated on rain maps.
You can add emitters to your project by pressing the emitter mode icon and then clicking in the layout window. Whenever you click inside of the layout window, an emitter parameter screen will appear. This screen is divided into two sections: Emitter Profile and Ring Profile.
| Ring Profile |
Information which tells Ripple Rain how to create your bump map. You simply draw the silhouette you want to create on your bump map. |
| Emitter Profile |
Defines ripple expansion, movement and decay will affect the silhouette drawn. |
Simply put, the ring profile defines how a single ripple looks and the emitter profile defines how the ring acts.
You can load profiles by clicking on a filename from the list on the right. To save or delete a profile, simply click the disk or x icon.
Silhouettes - top
A silhouette defines how a given pixel on a bump map will look. When you draw a silhouette, keep in mind that you are drawing it for a single water ripple on the right side. Below is a simulated water ripple and an example of what the silhouette would look like in the silhouette editor.

From the diagram above you can see that the longer the silhouette (from left to right), the more broad your ripple will appear. As well, the higher the silhouette, the greater the amplitude of the bump map. You can further adjust amplitude from within your 3d rendering package.
To draw your own silhouette, simply click inside the ring silhouette and a screen will appear which is a zoom view of the silhouette for easy editing.
Just draw the silhouette by holding down the mouse button and drawing your silhouette in the grid. Remember to start at the left edge. Remember that as soon as your silhouette has no height, Ripple Rain terminates the silhouette. Be sure to start at the left edge and work your way over. When you click ok, you’ll see the new silhouette on the emitter parameter screen you just came from.
Emitter Parameters - top
Emitter Detail Window - top
After you add an emitter to your project, you’ll see an icon next to the name of your emitter in the emitter detail window on the main screen. This is a standard tree view of your emitters that is similar in function to the way Windows Explorer works. By double clicking on the icon, you can see a detailed view of your emitter.

The emitter that’s currently selected will appear in red in the emitter layout window. You can delete the emitter by right clicking when the emitter name is highlighted and selecting delete. As well, you can change any parameters shown above by double clicking on the parameter.
Precision Add Emitter - top
Normally, you’ll use the mouse to place emitters on the emitter layout window. However, if you need greater precision when adding emitters to your project, you can click the precision add emitter button on the toolbar. It’s a two step process that starts with a dialog box asking for the x and y location of the new emitter and is concluded by the emitter dialog box.
Snap to Plane - top
When you render your final textures, Ripple Rain looks at your project and has to create a rain plane for each emitter that has a unique y location in the emitter layout window. If you quickly add thirty or forty emitters, it’s likely that you’ll end up with thirty or forty rain planes (one for each emitter). This translates into longer rendering time because of the added textures, some of which could be blank until rain actually begins to fall. The total number of textures needed is equal to the number of rain planes multiplied the number of frames in the animation plus the number of frames for the ripple plane.
It makes sense to strategically place your emitters on the same y axis as existing emitters. This maximizes the number of rain drops on each rain plane. The snap to plane feature can assist you in placing your emitters on planes where other emitters exist to minimize render time.
It should be noted that the number of rain planes used is directly proportional to the realism of the effect achieved. More rain planes create a more believable simulation of rain fall but also take longer to render and take up more disk space.
Snap to plane is a mode that can be turned off and on. If you plan to use snap to plane, it’s best to turn it on at the beginning of your project so you don’t have to manually edit emitter locations to force them to exist on a specific y axis.
Note: Any emitters you add before engaging snap to plane will not be moved to a plane when you turn it on.
When you click the icon, a dialog box will prompt you for the number of rain planes to create. After you select a number, you’ll see the specified number of planes represented by horizontal gray lines in the emitter layout window. These are your rain planes. Clicking the snap to plane icon again will turn snap to plane off.
While snap to plane is on, you can add emitters (with the emitter mode button pressed) to your project simply by clicking near any of the gray lines. The new emitter will automatically be placed on the nearest rain plane.
The screenshot below shows emitters snapped to six planes.

Fade Radius - top
When the fade radius button on the toolbar is pressed, the radius at which point the ripple begins to fade is shown as a dark grey circle.
Termination Radius - top
When the termination radius button on the toolbar is pressed, the radius at which point the highest peak of the ripple reaches zero is shown as a light grey circle.
Speed Add - top
Variances - top
Variances work in conjunction with speed add. Their purpose is to allow you to select a percentage that can be used to alter the parameters of the last emitter used. When turned on, any new emitters will have the variance specified applied to them. The advantage of which is that it will "mix up" parameter values enough so that the ripples created don’t look too uniform.
Rain Parameters - top
Creating rain is quite simple. You only need to set up rain parameters. You don’t need to worry about where rain is on each rain plane because Ripple Rain will automatically use the active frame parameter of each emitter to calculate where a rain drop is at any given time.
When you click the rain parameters icon, you’ll see a dialog box like the one shown below:

Let’s take a closer look at the rain parameters:
| Color |
Specify the color of rain by clicking the color. Normally, you’ll want a light gray or white color but we’re not going to restrict you to any one group of colors.
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| Width
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Enter a value from 1 to 5 for the width of your rain drop. If you’re creating an animation which is smaller than a full screen render, it’s possible that rain drops wont appear in the final animation because of the fine detail. Using a wider rain drop will ensure that your rain is visible even in 320x240 animations.
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| Drop Length
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The length of the rain drop. Observe a hard and fast rain and you’ll notice that you don’t see tiny dots of water. You actually are seeing a motion blur of where the water was terminating at where the drop is.
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| Trail Length
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This is an optional parameter that allows you to create a motion blur for your rain completely independent of your 3d rendering package. This parameter is available because some rendering packages may not apply a motion blur to animated textures on stationary objects.
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| Number of pixels rain travels per frame
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The value entered determines how fast your rain moves from the top of a rain plane to the bottom of the rain plane. Typically, you’ll enter a value equal to the resolution height divided by ten or twenty.
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| Rain Transparency Value
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Real rain isn’t a solid color (unless it’s raining paint). It has some transparency to it. You can enter a value from 0 to 255 here. 0 is completely transparent and 255 is completely opaque. Click the preview window to update the view to the current parameters.
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| Static Trail Transparency
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When this option is selected, you can enter a value in the trail transparency parameter.
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| Gradient Transparency
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Selecting this option will create a trail which can best be described as an alpha gradient. It works by taking the rain transparency value and slowly increasing its transparency value in small increments until the final pixel is completely transparent. The increments used are determined by the trail length parameter.
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| Trail Transparency
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If you are using a static trail transparency, you can enter a value from 0 to 255 here. 0 is completely transparent and 255 is completely opaque.
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Preview - top
To get a rough idea of how emitters are going to act, click on the eye icon. You’ll see frame by frame expansion of the leading edge of each ring that is created by the emitter. Keep in mind that this is for visualization purposes and is not a true 30 frames per second preview.
Render - top
To begin creating your textures, click the film icon on the toolbar from the main screen. You’ll see the window below appear:

Choose a destination drive and directory for the textures you wish to create. All textures created will be put into the directory you chose on this screen.
If you want, you can render only ripples, only rain or both. Enter a filename for the ripples bump maps to be created and do the same for rain; if you want to create rain. Avoid using numeric values in filenames because they may confuse your rendering software.
Ripple Rain will number each texture created on according to its frame. For example, if you enter a ripples filename of "testripples", the resulting textures will be called "testripples001.bmp" for frame 1, "testripples002.bmp" for frame2, and so on.
Rain, however, is a little bit different. When you enter a rain filename, a texture will be created which includes the plane and the frame number. The format used is: (rain filename entered)(rain plane #)-(frame #). So, if you had two rain planes animated for four frames you’d end up with:
| Filename | Description |
Rain001-001.bmp | Rain plane 1, Frame 1 |
| Rain001-002.bmp | Rain plane 1, Frame 2 |
| Rain001-003.bmp | Rain plane 1, Frame 3 |
| Rain001-004.bmp | Rain plane 1, Frame 4 |
| Rain002-001.bmp | Rain plane 2, Frame 1 |
| Rain002-002.bmp | Rain plane 2, Frame 2 |
| Rain002-003.bmp | Rain plane 2, Frame 3 |
| Rain002-004.bmp | Rain plane 2, Frame 4 |
Under render options, you can choose to render all frames or enter a number of frames to render. If you enter 30, Ripple Rain will create textures for frames 1 through 30.
The three options create ripple action guide, create rain plane alignment guide, and create sample rain planes guide are explained below.
To begin the rendering process, click the render button and Ripple Rain will start creating your textures.
Create Alignment Guide - top
Manually lining up rain planes with ripple impact points in your rendering package would be a serious pain in the ass without help from alignment guides. Alignment guides are simple textures that are created to aid you in lining up rain planes with ripple impact points. They can be painted onto planes in your rendering package and utilized through any real time preview method your rendering package supports such as Direct3D, DirectDraw,L, etc. If you’re rendering package supports real time previews of textures objects, you can make use of alignment guides.
When you click the tools icon, you’ll see a screen like the one shown below:

You can customize the colors of the textures created by clicking any of the default colors shown. The base color is the background color of your texture while the line color is the color of text and impact points.
Here's some more information on the three different styles of alignment guides you can create:
| Ripple Action Guide |
This option will create one texture (named actionguide.bmp) that is useful in keyframing action in your scene to water ripples in your Ripple Rain project. Think of it as the bridge between Ripple Rain and your rendering software. This texture shows every emitter in your project with a number next to it showing the frame on which it becomes active. For example, you could use the action guide to keyframe movements of a stone as it skips across a pond. And when you're ready to animate, remove the texture and paint the animated ripple bump map on to the plane.
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| Rain Plane Alignment Guide |
Selecting this option will create one texture (named planealignment.bmp) which can be used to line up rain planes with your animated impact ripple bump map. To use it, paint this texture onto a horizontal plane in your rendering package. Create vertical planes of the same sizes and place the planes between the lines shown on the texture. And when you're ready to animate, remove the texture and paint the animated ripple bump map on to the plane.
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| Sample Rain Planes |
This option will create one texture (named rainalignxxx.bmp) for every rain plane. These textures show the rain plane number and where a rain drop will fall based upon the emitter location in the emitter layout window. Rain planes are meant to be used in conjunction with rain plane alignment guides. After you align your planes as described above, you can paint these sample textures on to those planes to see where rain will fall. When you're ready to animate, just repaint your rain planes with the corresponding animated rain plane texture.
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Rain Wizard - top
The Rain Wizard is a simple six step process to help you create rain projects more quickly.
| Step | Description |
| 1 | Set up the number of rain planes. |
| 2 | Enter the minimum and maximum number of emitters per rain plane. |
| 3 | Enter the maximum value for active frames. When the wizard is finished, it will create emitters with active frames between one and the number you enter here. |
| 4 | Select rain parameters and a default ripple profile. The emitter you set up will be used for all new emitters added to your project. |
| 6 | Select a variance percentage that tweaks the parameters of the emitter profile chosen on the previous screen. |
| 5 | Click finish and you're done! |
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