Before creating an nParticle
system, you must decide which nParticle style and creation method
suits your nParticle effect. In this lesson, nParticles are used
to simulate candies that are poured from a package into a bowl.
To achieve the appropriate look and behavior,
you will use Ball style nParticles. nParticle styles
are like templates that provide preset attribute settings for the
nParticle object's appearance, size, render type, and collision
properties. To create the nParticle system, you will emit nParticles
from the surface of a polygon plane that is located inside the candy
To create an nParticle system
nParticles > Create nParticles > Balls.
- In the Outliner,
select candy_emitter_surface, then select nParticles
> Create nParticles > Emit from Object > .
Options (Emit from Object) window appears.
- In the Emitter Options (Emit
from Object) window, select Edit > Reset Settings.
- For the Emitter name,
Naming your emitter object
makes it easier to identify in the Outliner when
you want to select it and make attribute adjustments.
- From the Solver list,
select Create New Solver.
This specifies that your
nParticle object belongs to a new Nucleus solver.
- From the Emitter type list,
A Surface emitter
will randomly distribute nParticles from positions on or near the
surface of the polygon plane that is inside the candy package.
- Set Rate (particles/sec) to
This determines the number
of particles that are emitted.
- In the Basic Emission Speed
Attributes section, set Speed to
- Click Create.
- From the perspective window menu, select Shading >
Smooth Shade All.
- Play your nParticle simulation.
nParticles are emitted,
but they fall through the side of the candy package and disappear.
This is because the nParticles cannot yet collide with any of the
other objects in your scene. For your nParticles to collide with
the candy package and bowl, these meshes need to be passive collision
objects and members of the same Maya Nucleus solver system as the nParticles.