Overview
Drip creates ripples around a center, with the unique ability to animate those waves radiating outward through the Phase parameter. It is the ideal tool to simulate the impact of a water drop on a liquid surface, or any wave spreading out from a point.
8 different shapes let you go from the classic concentric circle (Circular) to more abstract patterns (Star, Radial) for artistic uses.
Where to find this node
- Effects Library:
Tools > Warp > Drip - Quick add: right-click in the Node Editor →
Add Tool > Warp > Drip
The 8 available shapes
- Circular
- Concentric circular waves. The most natural, simulates a classic water drop.
- Square
- Square waves instead of circular ones. A modern geometric look.
- Random
- A random (non-symmetrical) pattern. A chaotic distortion effect.
- Horizontal
- Horizontal waves only. Rippling bands stacked vertically.
- Vertical
- Vertical waves only.
- Exponential
- An exponential wave distribution - denser in the center, more spaced out toward the outside.
- Star
- A star pattern radiating from the center. A kaleidoscope/decorative look.
- Radial
- An alternative radial distribution, more structured than Star.
Inputs
- Input (orange) - the 2D image to ripple.
- Effect Mask (blue) - optional. Limits the ripples to a specific area (e.g. only inside a puddle).
Setup
Water drop impact:
MediaIn (water) → Drip (Circular, Center = impact point, Phase animated 0 → 10)
→ MediaOut
Sound wave visualization:
MediaIn → Drip (Circular, high Frequency, moderate Amplitude)
→ MediaOut
Star kaleidoscope pattern:
MediaIn → Drip (Star, Frequency 20, high Amplitude)
→ MediaOut
Stylized shock impact:
MediaIn → Drip (Amplitude animated 0 → 2 → 0 over 15 frames,
Phase animated for propagation)
→ MediaOutControls tab
- Shape
- Choice of the 8 ripple types (see the dedicated section).
- Center X / Y
- Origin point of the waves. Default 0.5, 0.5 = image center. The impact point of the "drop".
- Amplitude
- Strength of the distortion. Range 0 to 10+. 0 = no effect, 10 = extreme warping.
- Frequency
- Density of the waves. 0 to 100. Low = wide, spaced out waves, high = dense, tight waves.
- Phase
- Offsets the wave pattern. Animating Phase = the waves visibly spread outward (or inward depending on the direction).
- Dampening
- Reduces the amplitude falloff - controls how far the effect extends. Low dampening = waves persist far out, high = waves fade out quickly.
- Aspect
- Proportions of the shape. 1.0 = symmetrical. > 1 = horizontal stretch, < 1 = vertical stretch.
Use cases
- Water drop impact - Circular, Phase animated upward, Amplitude animated with a peak then a decrease = a falling drop with ripples moving away. A classic.
- Sound wave visualization - Drip + an audio-reactive Fast Noise → the waves pulse to the beat of the sound.
- Impact shockwave - the shockwave of an explosion or impact with a strong, fast animated Amplitude.
- Rippling liquid surface - simulate a wave on a lake or a puddle, with a continuously animated Phase (loop).
- Psychedelic kaleidoscope - Star shape with high Amplitude and Frequency = a hypnotic animated pattern.
- Teleportation / portal - Circular ripples emitted from the point where a character or object appears = a dramatic sci-fi entrance.
- Abstract animated background - Drip on a colored plate + animated Phase = a clean, calming motion graphics background.
Tips
- Animated Phase for propagation - the key to Drip is animating Phase. Without animation, you only get a static pattern.
- Animated Amplitude for a "pulse" - 0 → peak → 0 over 15-30 frames = a one-off impact that fades naturally.
- Circular by default for a believable water drop look. Other shapes for artistic or stylized effects.
- High Dampening = localized ripples (realistic for a drop on water). Low Dampening = waves cover the whole image (abstract look).
- Frequency 10-30 = standard. Frequency 50+ = a very dense pattern that can become chaotic.
- Effect Mask to localize - a ripple only inside a puddle, a glass or a screen = more realism.
- Combine with reflection - for truly believable water, combine Drip + Reflect (through a 3D scene) + a Fresnel effect.
- For real water simulations (cinematic), prefer a fluid simulation engine (Houdini, RealFlow). Drip is for stylized 2D ripples, not photorealistic liquid.
