When nParticles are created or emitted into a scene, they are capable of colliding with other nParticle, nCloth, or passive objects that are assigned to the same Nucleus solver. They are also cable of colliding with each other by self-colliding. The nParticle object’s Collisions attributes determine how the nParticles behave when they collide with other Nucleus objects.
If you want to disable collisions between your nParticle object and specific Nucleus objects, you can set collisions layers (see Setting Collision Layersor use a Disable Collisions constraint (see Creating a Disable Collision constraint). For information about nParticle collision, see nDynamic Collisions.
You can use the Particle Collision Event Editor to create and edit nParticle collision events. See Create particle collision events in the Dynamics guide.
To edit nParticle Collisions attributes
At the default value of 1, the nParticles fully collide with other Nucleus objects. Collide Strength values between 0 and 1 dampen the full collision, while 0 turns off nParticle collisions (which is the same as turning off the Collide attribute).
You can also set Collide Strength on a per-particle basis using a Collide Strength Scale ramp.
You can specify whether or not certain nParticle, nCloth, and passive collision objects that are part of the same Maya Nucleus system collide with each other by using collision layers. The Collision Layer attribute on your nParticleShape node determines on which collision layer each nParticle, nCloth, and passive object is placed, and the Collision Layer Range attribute on your nucleus node determines how nParticle, nCloth, and passive collision objects on different layers collide. For more information on these collision layer attributes, see Collision Layer and Collision Layer Range.