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	<title>Doc:2.6/Manual/Modifiers/Deform/Wave - 版の履歴</title>
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	<updated>2026-10-31T17:59:02Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Modifiers/Deform/Wave&amp;diff=103295&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Modifiers/Deform/Wave&amp;diff=103295&amp;oldid=prev"/>
		<updated>2018-06-28T19:41:35Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 19:41時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Modifiers/Deform/Wave&amp;diff=103294&amp;oldid=prev</id>
		<title>wiki&gt;Mam711: minor edits</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Modifiers/Deform/Wave&amp;diff=103294&amp;oldid=prev"/>
		<updated>2013-07-15T05:04:17Z</updated>

		<summary type="html">&lt;p&gt;minor edits&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header|2.5|Doc:2.5/Manual/Modifiers/Deform/Simple Deform|Doc:2.5/Manual/Modifiers/Objects/Array}}&lt;br /&gt;
&lt;br /&gt;
=Wave Modifier=&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Object}} mode&lt;br /&gt;
 |panel={{Literal|Modifiers}}&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
==Description==&lt;br /&gt;
The {{Literal|Wave}} modifier adds an ocean-like motion to the Z coordinate of the object’s vertices/control points. This modifier is available for meshes, lattices, curves, surfaces and texts, with a few restrictions for non-&amp;#039;&amp;#039;mesh&amp;#039;&amp;#039; objects:&lt;br /&gt;
* Activating {{Literal|Normals}} or typing a name in {{Literal|VGroup}} will simply deactivate the modifier.&lt;br /&gt;
* Even worse, selecting {{Literal|UV}} as texture coordinates will make Blender crash at once!&lt;br /&gt;
&lt;br /&gt;
==Options==&lt;br /&gt;
[[File:25-Manual-Modifiers-Wave.png|thumb|{{Literal|Wave}} modifier]]&lt;br /&gt;
[[File:25-Manual-Modifiers-Wave-example-Circular.png|thumb|Circular wave front]]&lt;br /&gt;
[[File:25-Manual-Modifiers-Wave-example-Linear.png|thumb|Linear wave front]]&lt;br /&gt;
[[File:25-Manual-Modifiers-Wave-example-normals.png|thumb|{{Literal|Motion}} enabled for {{Literal|X}} and {{Literal|Normals}} enabled for {{Literal|Y}}]]&lt;br /&gt;
; {{Literal|Motion}}: {{Literal|X}}, {{Literal|Y}}, {{Literal|Cyclic}}: The wave effect deforms vertices/control points in the Z direction, originating from the given starting point and propagating along the object with circular wave fronts (both {{Literal|X}} and {{Literal|Y}} activated), or with rectilinear wave fronts, then parallel to the axis corresponding to the {{Literal|X}} or {{Literal|Y}} button activated.  {{Literal|Cyclic}} repeats the waves cyclically, rather than a single pulse.&lt;br /&gt;
&lt;br /&gt;
; {{Literal|Normals}}: For meshes only.  Displaces the mesh along the surface normals (instead of the object’s Z-axis).&lt;br /&gt;
&lt;br /&gt;
; {{Literal|Time}}: Settings to control time parameters.&lt;br /&gt;
:; {{Literal|Offset}}: Time offset in frames.  The frame at which the wave begins (if {{Literal|Speed}} is positive), or ends (if {{Literal|Speed}} is negative). Use a negative frame number to prime and pre-start the waves.&lt;br /&gt;
:; {{Literal|Life}}: Duration of animation in frames. Set to zero, loops the animation forever.&lt;br /&gt;
:; {{Literal|Damping}}: An additional number of frames in which the wave slowly damps from the {{Literal|Height}} value to zero after {{Literal|Life}} is reached. The dampening occurs for all the ripples and begins in the first frame after the {{Literal|Life}} is over. Ripples disappear over {{Literal|Damping}} frames.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Position}}: {{Literal|X}} and {{Literal|Y}} coordinates of the center of the waves, in the object’s local coordinates.  {{Literal|Falloff}} controls how fast the waves fade out as they travel away from the coordinates above.  Note that selecting a {{Literal|Start Position Object}} effectively cancels the coordinates chosen above, but retains the {{Literal|Falloff}} value.&lt;br /&gt;
&lt;br /&gt;
; {{Literal|Start Position Object}}: Use another object as the reference for the starting position of the wave. Leave blank to disable. Note that you then can animate this object’s position, to change the wave&amp;#039;s origin across time.&lt;br /&gt;
&lt;br /&gt;
; {{Literal|Vertex Group}}: For meshes only. A vertex group name, used to control the parts of the mesh affected by the wave effect, and to what extent (using vertex weights).&lt;br /&gt;
&lt;br /&gt;
; {{Literal|Texture}}: Use this texture to control the object’s displacement level. Animated textures can give very interesting results here.&lt;br /&gt;
&lt;br /&gt;
; {{Literal|Texture Coordinates}}: This menu lets you choose the texture’s coordinates for displacement:&lt;br /&gt;
:; {{Literal|Local}}: Object&amp;#039;s local coordinates.&lt;br /&gt;
:; {{Literal|Global}}: Global coordinates.&lt;br /&gt;
:; {{Literal|Object}}: Adds an additional field just below, to type in the name of the object from which to get the texture coordinates.&lt;br /&gt;
:; {{Literal|UV}}: Adds an extra {{Literal|UV Layer}} drop-down list, to select the UV layer to be used. &amp;#039;&amp;#039;&amp;#039;Warning:&amp;#039;&amp;#039;&amp;#039; do not activate this option with non-mesh objects; it seems to make Blender crash.&lt;br /&gt;
&lt;br /&gt;
; {{Literal|Speed}}: The speed, in BU (for “Blender Units”) per frame, of the ripple.&lt;br /&gt;
&lt;br /&gt;
; {{Literal|Height}}: The height or amplitude, in BU, of the ripple.&lt;br /&gt;
&lt;br /&gt;
; {{Literal|Width}}: Half of the width, in BU, between the tops of two subsequent ripples (if {{Literal|Cycl}} is enabled). This has an indirect effect on the ripple amplitude – if the pulses are too near to each other, the wave may not reach the &amp;#039;&amp;#039;&amp;#039;0&amp;#039;&amp;#039;&amp;#039; Z-position, so in this case Blender actually lowers the whole wave so that the minimum is zero and, consequently, the maximum is lower than the expected amplitude. See [[#Technical Details and Hints|technical details]] below.&lt;br /&gt;
&lt;br /&gt;
; {{Literal|Narrowness}}: The actual width of each pulse: the higher the value the narrower the pulse. The actual width of the area in which the single pulse is apparent is given by &amp;lt;code&amp;gt;4/Narrowness&amp;lt;/code&amp;gt;. That is, if {{Literal|Narrowness}} is &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; the pulse is &amp;#039;&amp;#039;&amp;#039;4&amp;#039;&amp;#039;&amp;#039; units wide, and if {{Literal|Narrowness}} is &amp;#039;&amp;#039;&amp;#039;4&amp;#039;&amp;#039;&amp;#039; the pulse is &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; unit wide.&lt;br /&gt;
&lt;br /&gt;
{{Note|Warning|All the values described above must be multiplied with the corresponding {{Literal|Scale}} values of the object to get the real dimensions.  For example, if the value of {{Literal|Scale Z}} is &amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039; and the value of {{Literal|Height}} of the waves is &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039;, it gives us final waves with a height of &amp;#039;&amp;#039;&amp;#039;2 BU&amp;#039;&amp;#039;&amp;#039;!}}&lt;br /&gt;
&lt;br /&gt;
==Technical Details and Hints==&lt;br /&gt;
The relationship of the above values is described here:&lt;br /&gt;
&lt;br /&gt;
{|align=center&lt;br /&gt;
 |[[Image:Blender3D WaveModifierParameters.png|thumb|600px|Wave front characteristics.]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
To obtain a nice wave effect similar to sea waves and close to a sinusoidal wave, make the distance between following ripples and the ripple width equal; that is, the {{Literal|Narrowness}} value must be equal to &amp;lt;code&amp;gt;2/Width&amp;lt;/code&amp;gt;. E.g. for {{Literal|Width}}=&amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039;, set {{Literal|Narrow}} to &amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:2.5/Manual/Modifiers/Deform/SimpleDeform|Doc:2.5/Manual/Modifiers/Objects/Array}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modifiers]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mam711</name></author>
		
	</entry>
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