Like raindrops on a puddle, the procedural texture Ripple creates a series of concentric circles that originate within a given area and continue outward toward infinity. Procedural textures are mathematically created at render-time, and therefore have no fixed resolution; they can be magnified nearly infinitely with no visual loss in detail. The texture scale determines the area where the ripples will originate, while Sources, Wavelength and Phase determine the specific look of the ripples. The Ripple texture is a good choice when you need to simulate undulating waves. For information regarding adding and working with Shader Tree Items Layers, please reference the Shader Tree page of the documentation.
Enable: Toggles the effect of the layer on and off, duplicating the functionality of toggling visibility in the Shader Tree. When un-checked (disabled), the layer has no effect on the shading of the scene. However, disabled layers are saved with the scene and are persistent across modo sessions.
Invert: Inverts the RGB values for the layer producing a negative effect.
Blend Mode: Affects blending between different layers of the same effect type, allowing user the ability to stack several layers for different effects. For more on blending, please reference the 'Blend Modes' page of the documentation.
Opacity: Changes the transparency of the current layer. Reducing this values will increasingly reveal lower layers in the shader tree if present, or dim the effect of the layer itself on the surface.
Locator: Most texture layers also have an associated 'Texture Locator' that is automatically created in the 'Item List'. This defines the mapping of the texture (way the texture is applied) to the surface. The 'Locator' option sets that association. Users can choose alternate locators, however, the need to do so will be very rare; still, there are some possible instances where users may want multiple texture items to share a single locator.
Crest Color: Only available when Ripple is applied to a color channel, such as diffuse color, 'Crest Color' will allow you to specify the RGB color value for what would be the top part of the wave along with its own Alpha value that ramps toward the trough determining how transparent the Crest will be.
Crest Value: Only available when Ripple is applied to a non-colored channel, such as bump or displacement, the 'Crest Value' will specify the intensity or height of the top of the wave.
Trough Color: Only available when Ripple is applied to a color channel, such as diffuse color, 'Trough Color' will allow you to specify the RGB color value for what would be the lowest part of the wave along with its own Alpha value that ramps toward the crest determining how transparent the trough will be.
Trough Value: Only available when Ripple is applied to a non-colored channel, such as bump or displacement, the 'Trough Value' will specify the intensity or depth of the bottom of the wave.
Sources: The 'Sources' value determines the number of ripple generators your surface will have, greater numbers give more complex rippled surfaces, while lower numbers will will more obviously show the concentric circles the ripples are made from.
Wavelength: The 'Wavelength' value determines the distance between each ring. Higher values will move the rings further away from each other, while lower rings will increase their frequency, moving them closer together.
Phase: The 'Phase' value determines the position of the wave as it radiates from its center point. Animating this value in the negative direction for the waves to move outward, and in the positive direction to move the waves inward.