After you’ve made particles collide with geometry, you can use the Attribute Editor to set Friction and Resilience attributes to adjust the bounciness. You can also set an attribute that alters the collision detection sensitivity.
You can set the bounciness on a per geometry basis or on a per particle object basis. If you set the bounciness on a per geometry basis, every particle object that collides with the geometry bounces the same. If you set the bounciness on a per particle object basis, every particle object that collides with the geometry bounces differently.
You can also set the bounciness before you make collisions occur by displaying the options window with > . The Friction and Resilience attributes in the options window set bounciness on a per geometry basis.
You can speed up scene play in a scene that has particles colliding with complex surfaces. Select the collided surface, display the Attribute Editor, select the geoConnector tab, and set Tessellation Factor to a lower number. Be aware that this lessens collision detection sensitivity.
Resilience sets how much rebound occurs. Friction sets how much the colliding particle’s velocity parallel to the surface decreases or increases as it bounces off the collision surface. See for a description of these attributes.
If the particle object collides with two or more geometry objects, you’ll see independent Resilience and Friction attributes for each geometry object. The name of the associated geometry object is above the attributes. See for a description of these attributes.
The Trace Depth sets the maximum number of collisions Maya can detect for the object in each animation time step. For instance, with a setting of 2, Maya checks twice in a frame. Any more than two collisions are ignored and the subsequent particles penetrate. Increasing the setting increases processing.
You can set Trace Depth to 0 to make a particle object pass through geometry. You can optionally add a traceDepthPP attribute to a particle shape node to set collision detection sensitivity on a per particle basis (see ). When added, traceDepthPP appears in the Per Particle (Array) Attributes section of the Attribute Editor. The traceDepthPP setting overrides the Trace Depth setting.
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