OPEN FIRST: Water_Ripple_V2_Open_And_Render.max. The timeline starts at frame40 so the effect is visible. Press F9.
FULL ANIMATION: Water_Ripple_V2_Animation.max, frames0–100 at30fps. The start and end fade out.
LEARN: Run Learning_Panel.ms through Scripting > Run Script. Choose stage1, press F9; choose stage2, press F9; then stage3. The panel changes existing mapEnabled switches only. It does not reset or load another scene.
The shader is assigned to Water_Ripple_Plane. Pick that object's material in Slate to inspect its maps.
SCREENSHOT VALUES: Waves Number of Wave Sets2, Wave Radius2, Wavelength Max20, Wavelength Min30, Amplitude2, Phase0 at frame40, Distribution3D, Random Seed30161, Object XYZ, white/black.
ESTIMATES: Composite blend modes and layer opacity, Cellular sizes/thresholds, ramp flags, soft-disc opacity, camera and animation. They were not shown in the reference screenshots.
Stage1 to2 changes only the Waves branch; stage2 to3 changes only the foam branch. Same camera, frame, material emission and background.
Waves affects color/brightness patterns here. This project has no displacement or fluid simulation.
Correction: V1 used Screen (enum9), not Lighten (enum8). Its old teaching label was wrong.
Batch previews retain Arnold license watermarks. Native maps are embedded; no external texture files are required.
