The control the appearance of linear water waves. The do not affect the concentric ripple component of the texture.

Controls the appearance of the waves over time. If you relate the wave effect to the wake from a boat, the waves start off at some point with a certain velocity and amplitude. This is time zero. As time increases, the waves travel to shore and their appearance changes (their velocity and amplitude decrease). The slider range is 0 to 1. The default value is 0.
To simulate moving water waves, animate the value. The waves will move as this value increases. The actual speed of the waves is determined by the value and the rate at which you animate the value.
The control the appearance of concentric water ripples. The do not affect the linear wave component of the texture.

Controls the appearance of ripples over time. For example, if you relate the ripple effect to that of a water droplet falling into a glass of still water, at time 0 there is no ripple; the droplet has not touched the surface of the water yet. As the time parameter increases to a value greater than 0, the droplet has fallen onto the water surface and the ripple wave effect simulates the effect on the water in the glass at that point in time. When time has reached a value of 1, the effect of the droplet on the water surface is nearly complete and the water in the glass becomes still again.
The slider range is 0 to 1. The default value is 0.
To simulate moving water ripples, animate the value. The ripples will move as this value increases. The actual speed of the ripples is determined by the value and the rate at which you animate the value.

The mass of the droplet that starts the water ripples. (Imagine a water droplet falling into a glass of still water.) A value of 0, produces no ripple effect because the droplet has no mass. As the value increases, the mass of the drop increases, causing a greater ripple effect on the water surface. The valid range is 0 to infinity. The slider range is 0 to 1. The default value is 0.3.

Determines the degree of effect that a droplet will have on a still water surface at time 0. A concentric ripple starts as a point of disturbance in parameter space (defined by the and values) when the value is 0. The size of the disturbance at time 0 is determined by the value. The greater the value, the greater the effect of the disturbance at time 0. The valid range is 0 to infinity. The slider range is 0 to 1. The default value is 0.005.
The parameters control the orientation of the solid texture relative to the surface it is mapped to.
The name of the . Texture Placement Objects

Gradually blends the texture into the (unmapped) value of the shader parameter being mapped. The blend region is defined by the boundaries of the . For example, if a texture is bump mapped onto a surface, and is greater than zero, the bump will gradually diminish as it reaches the boundaries of the . If is set to 0, the texture ends abruptly at the boundaries defined by the . The slider range is 0 (no blend) to 1 (very gradual blend). The default setting is 0.
The projection method used to create a three-dimensional texture from a two-dimensional texture.
The projection types described above represent the defaults. You can customize the projection effect by transforming the (for example, non-proportional scaling or rotating) or by varying the or the parameters.

The parameters have no effect on the texture itself. Instead, you use them to re-parameterize a mesh so that a surface texture mapped to the mesh will resemble a texture.
If you animate a mesh that uses a texture, the mesh will appear to flow through the texture. You can solve this problem by re-parameterizing the mesh and then replacing the texture with a surface texture. You may also need to re-parameterize a mesh that originated in another application and was imported with inadequate texture coordinate information.
When you map a surface with a texture that uses a cylindrical, spherical, or ball projection type, the texture has a seam or pole. A seam exists when the texture wraps around a surface and its two opposite edges touch (where the surface’s UV parameters jump from 1 to 0). A pole exists when the texture becomes pinched together (where the surface’s UV parameters become crowded together).

If you re-parameterize a mesh using a texture that uses a cylindrical, spherical, or ball projection type, and then map a surface texture to the mesh, the texture may appear distorted at the seam or pole. For example, the entire texture may be repeated along the seam. To remove this distortion, set before you re-parameterize the mesh. When is , however, UV parameters may no longer be within the 0 to 1 range. This is not a problem for meshes within Alias, but it may be a problem for other applications to which you intend to export your data. To scale UV parameter values back to within the 0 to 1 range, set before you re-parameterize the mesh.
The texture has an additional parameter: . See Effectsfor a description of the other parameters.
Replaces the texture with the , and applies a so that the texture has the same visual effect on the surface as the original texture.
Often times a texture is best applied to a surface using a 3D projection, however this can create problems when the surface is morphing. The convert to smear feature allows surfaces to be reparameterized to match a projection by using a smear map. This freezes the texture onto the surface. The effect is similar to convert solid texture, but allows for more freedom after the convert is done, and does not degrade texture resolution. One can get away with much lower resolution maps (smear maps) and animated textures are easily handled. Convert solid texture may still be preferred for some cases, however, particularly when the texture may be touched up in 3D paint.