Set nParticle output mesh properties
 
 
 

Using the Output Mesh attributes, you can set the resolution and quality of your nParticle output meshes.

See nParticle output meshes.

To set nParticle Output Mesh properties

  1. In the scene view, select the nParticle object that’s been converted to a polygon mesh.
  2. In the Attribute Editor, select the nParticleShape tab.
  3. In the Output Mesh section do the following:
    • Set Threshold to control surface blending between the Blobby Surface nParticles. See Set Threshold.
    • Set the Blobby Radius Scale to specify the amount the nParticle Radius is scaled to create a smooth surface on Blobby Surface nParticles. See Blobby Radius Scale.
    • Set Motion Streak to elongate the nParticles that create the mesh. See Motion Streak.
    • Set the Mesh Triangle Size to specify the size of the polygon triangles that are used to create the nParticle output mesh.

      Smaller Triangle Size polygons produce smoother meshes, but take more time to simulate.

      See Mesh Triangle Size.

    • Set the Max Triangle Resolution to specify the maximum resolution of the grid used to generate the output mesh triangles.

      If the grid size required to create an nParticle mesh exceeds the Max Triangle Resolution value, the output Mesh Triangle Size automatically increases to compensate for increasing size of the nParticle mesh. See Max Triangle Resolution.

    • Turn on Use Gradient Normals to make the normals on an nParticle output mesh more smooth. See Use Gradient Normals.
    • From the Mesh Method list, select the method you to use to generate the nParticle output mesh. See Mesh Method.
    • Set the Mesh Smoothing Iterations to specify the amount of smoothing you want apply to the nParticle output mesh. See Mesh Smoothing Iterations.
  4. To generate per-vertex shading data, do the following:

    See also Output mesh per-vertex shading.

  5. To generate per-vertex velocity data for motion blur, turn on Velocity Per Vertex. See Create motion blur and Velocity Per Vertex.
  6. To generate a UVW coordinate system for your mesh, turn on Uvw Per Vertex.

    You can use the UVW coordinate system to assign textures to your output mesh. See Uvw Per Vertex.