Set nParticle internal ramps
 
 
 

Some nParticle attributes have internal ramps that allow you to control the way the attributes are applied to your nParticle objects. Using nParticle internal ramps, you can set attributes on a per-particle basis as well as vary attribute values during your simulation.

For more information about nParticle attribute ramps, see nParticle internal ramps and per-particle attributes.

To set an nParticle attribute ramp

  1. In the scene view, select the nParticle object for which you want to set an attribute ramp.
  2. In the Attribute Editor, select the nParticleShape tab.
  3. In the Attribute Editor, locate the attribute ramp you want set, and then create the ramp’s curve by setting values for Selected Position and Selected Value.

    By clicking on the graph and dragging the points, you can make a curve that defines specific attribute values for any input value. You can also set your ramp in a larger attribute ramp window.

  4. Set an Interpolation method to specify how values blend between each Selected Position (point) on ramp. You can select from the following options:
    • None does not interpolate the values, meaning that the curve is flat between points.
    • Linear interpolates values using a linear curve.
    • Smooth interpolates values using a bell curve, so that each value on the ramp dominates the region around it, then blends quickly to the next value.
    • Spline interpolates values using a spline curve, taking neighboring indices into account for greater smoothness.
  5. Set the ramp’s scale input to specify which attribute or property is used to scale or map the input attribute value.

Working with attribute ramps in a separate large window

  1. Click the arrow on the right side of the attribute ramp to open the ramp in a larger window.

    In this window, you can add points to the curve as well as edit the interpolation method, Selected Value and Selected Position.

  2. Make any necessary adjustments to the ramp, and then close the window.

    Any changes made to the ramp are applied to the attribute ramp in the Attribute Editor.