In the first step of
creating your liquid simulation, you fill a polygon water pitcher
with Water style nParticles. To
do this, you use the Fill Object option.
To create a Water style
nParticles > Create nParticles > Water.
Selecting a Water style
nParticle object presets some nParticleShape attributes including
turning on Liquid Simulation attributes,
turning off nParticle Self Collisions,
and setting the Particle Render Type to Blobby
- In the Outliner, select geo_pitcher,
which is grouped in the grp_Pitcher object.
This is the geometry
that you will fill with Water style
- Select nParticles >
Create nParticles > Fill Object > .
Fill Options window appears.
- In the Particle Fill Options window, select Edit
> Reset > settings.
- Set the following Particle
- From the Solver list,
select Create New Solver.
- Set Resolution to
how many nParticles are evenly placed along the geometry’s longest axis.
- Set Max Y to
When set to 0.5, nParticles
half-fill the pitcher.
- Ensure that Close Packing is
- Turn on Double Walled.
Turning on Double
Walled ensures that the thickness of the pitcher geometry
is taken into account when it is filled with nParticles. The particles
now only fill the pitcher's empty volume, rather than the space
between the polygon walls.
For information about Particle
Fill Options, see
nParticles > Create nParticles.
- Click Particle Fill.
Maya creates the nParticle
object inside the water pitcher geometry.
- In the Outliner,
double-click nParticle1 and rename it to nParticle_Water.
Renaming your nParticle
object makes it easier to identify when you have more than one particle
system in your scene.
In this lesson, both
the pitcher and the glass mesh will hold nParticles, so you must
convert meshes to passive collision objects and assign them to the
same Nucleus system as the nParticles.
To convert the pitcher and glass meshes
to passive collision objects
- In the scene view, -select
the pitcher and glass meshes.
nMesh > Create Passive Collider > .
Collide window appears.
- From the Solver list,
- Click Make Collide.
- To rename the pitcher and glass nRigid
objects, in the Outliner, double-click nRigid1 and nRigid2,
and type nRigid_Pitcher and nRigid_Glass respectively.
- Play the simulation.
you play the simulation, notice that the nParticles do not behave
as you might expect. Rather than immediately falling to the bottom
of the pitcher like water, they fall slowly, as if the simulation
is playing in slow motion. To make the nParticles behave realistically,
you can set the Nucleus Space Scale for the
For more information
about Space Scale, see
Setting Nucleus Space Scale.
To set Space Scale
- In the Attribute Editor,
click the nucleus1 tab.
- In the Scale Attributes section,
set the Space Scale to 0.01.
When you reduce the Space
Scale value, Maya evaluates the nParticle system as if
the particles are much smaller in size. This results in a visibly
increased gravitational effect on the nParticles.
- Rewind the simulation to the start frame,
and then play it back.
When you play the simulation,
notice that the nParticles are still contained in the pitcher, but
they occupy a small amount of the pitcher’s volume. Also, the nParticles
appear to be pushing down as if they are under a force of pressure
or compression. In the next section, you begin adjusting the Liquid
Simulation attributes that make the nParticles look and
behave more like a liquid.