This selects the creation method and nParticle style you want to use for your nParticle effects and simulations.
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Selects the for creating nParticle objects.
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The name helps you identify the object in the . If you don’t enter a name, the particle object receives a default name such as particle1.
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(For nParticles only.) Specifies which Maya Nucleus solver the nParticle object belongs to. Select a solver from the drop-down list (existing Maya
Nucleus solvers are listed), or select to create a new Maya Nucleus solver for the new nParticle object.
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Influences the motion of particles whose velocity and acceleration attributes are controlled by dynamic effects. See General Control Attributes.
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Enter the number of particles you want to create per mouse click
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If you choose a number greater than 1 for , you can distribute particles randomly in a spherical region where you click. To choose a spherical region, set to a value greater than 0.
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When this option is selected, drag the mouse to sketch a continuous stream of particles.
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This sets the pixel spacing between particles. A value of 0 gives you nearly a solid line of pixels. The higher the value,
the more space between the pixels.
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Only active when creating a particle grid. Sets the spacing (in units) between particles in the grid.
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Choose with cursor, to set the volume with your cursor, or with text fields, to set the grid co-ordinates manually.
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The x, y, z co-ordinates of the lower left corner of the 3D particle grid.
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The x, y, z co-ordinates of the upper right corner of the 3D particle grid.
Create Emitter
Creates an emitter with your nParticle object.
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The name helps you identify the emitter object in the . If you don’t enter a name, the emitter object receives a default name such as emitter1.
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(For nParticles only.) Specifies which Maya Nucleus solver the nParticle emitter object belongs to. Select a solver from the drop-down list (existing
Maya Nucleus solvers are listed), or select to create a new Maya Nucleus solver for the new nParticle emitter object.
Select one of these choices from the pop-up menu:
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Sets the emitter type to an omnidirectional point emitter. Particles emit in all directions.
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Sets the emitter type to a directional point emitter. Particles emit in the direction you specify with the , , and attributes.
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Emits particles from randomly distributed positions on or near a NURBS or polygonal surface.
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Emits particles from randomly distributed positions on or near a curve.
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Emits particles from a closed volume. You pick the shape from the pulldown.
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Sets the average rate at which particles are emitted per second. The rate is absolute, unless you turn on Scale Rate by Object Size, see below.
Note that emission occurs only if your animation plays two or more consecutive frames with the emitter rate set to a positive
value.
If you want to see how many particles have been emitted, select the emitted particle object and examine the in the section of the .
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Only available when the current is , , or .
If you turn on this attribute, the size of the object emitting the particles affects the rate of particles emitted per frame.
The larger the object, the greater the rate of emission. The attribute is off by default.
For surface emission, the rate is particles per centimeter of area per second. For example, a 2 cm by 2 cm plane has an area
of 4 square cm. If the emission rate is 3, the plane emits roughly 12 particles each second. If you use inches or other units,
Maya converts the units to centimeters to make the rate calculation.
For curve emission, the rate is particles per cm length per time unit. For example, a 4 cm curve with a rate of 3 emits roughly
12 particles per second.
If this attribute is turned off (the default), the emission rate is absolute, instead of relative to object size, which is
how previous versions of Maya behave.
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(NURBS Surface emitters only.) If you turn this on in the window (before you create the emitter), Maya adds and attributes to the particle shape and sets the needparentUV attribute to on. You can use parent UVs to drive the value of
some other parameter such as color or opacity.
If you turn this on in the or (after you create the emitter). Maya sets the attribute to on, it does not add the attributes.
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lets you restart the random number sequence of the emission. You can use it to create simple cycles for games work.
If you set it to , the sequence is restarted after the number of frames you specify in .
If you set it to , the random number generator is not restarted.
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Defines the interval in frames for restarting the random number sequence when using . Only available when Frame in selected in the drop-down menu.
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Allows you to create an nParticle emitter from an object. These options are the same as the options. See Particles > Create Emitter.
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Opens the window. Using , you can fill selected polygon geometry with nParticles. See Create nParticles.
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Opens the window. Using , you can fill selected polygon geometry with nParticles. See Create nParticles.
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Specifies which Maya® Nucleus™ solver the nParticle object belongs to. Select a solver from the drop-down list, or select to create a new Maya Nucleus solver for the nParticle object.
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Specifies the grid along which of nParticles are placed in the geometry along the longest axis of its bounding box. For example,
a value of 20 places nParticles (evenly spaced and not overlapping) along the geometry’ longest axis.
Sets the geometry’s fill dimensions.
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Sets the lower boundary of the nParticle fill along the X-axis relative to the X bounds of the filled object. A value of 0
is full while 1 is empty. The default value is 0.
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Sets the upper boundary of the nParticle fill along the X-axis relative to the X bounds of the filled object. A value of 0
is empty while 1 is full. The default value is 1.
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Sets the lower fill boundary of the nParticle fill along the Y-axis relative to the Y boundary of the filled object. A value
of 0 is full while 1 is empty. The default value is 0.
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Sets the upper fill boundary of the nParticle fill along the Y-axis relative to the Y boundary of the filled object. A value
of 0 is empty while 1 is full. The default value is 1.
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Sets the lower fill boundary of the nParticle fill along the Z-axis relative to the Z boundary of the filled object. A value
of 0 is full while 1 is empty. The default value is 0.
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Sets the upper fill boundary of the nParticle fill along the Z-axis relative to the Z boundary of the filled object. A value
of 0 is empty while 1 is full. The default value is 1.
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Sets the size of the nParticles. When set to a value of 1, the nParticle size will match the grid spacing determined by the
value and the object boundaries. nParticles which overlap with the surface of the geometry are rejected, even if the center
of the particle is inside the filled geometry.
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When on, nParticles are positioned as closely as possible in a hexagonal packing arrangement. Otherwise, nParticles are packed
in a uniform grid lattice arrangement.
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Turn this option on if the thickness of the object to fill is modeled. (for example, a mug). Otherwise, the nParticles will
be created inside the wall. may not handle all double thickness geometry in the same way.
For example, when a polygon torus is filled with nParticles, the center region of the object may be filled rather than the
space between the geometry's walls. In cases similar to this, create an internal wall using a separate mesh, and then fill
the internal area with turned off.
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Sets as the nParticle style for new nParticle objects. This option uses as the along with other pre-defined attribute settings.
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Sets as the nParticle style for new nParticle objects. This option uses as the along with other pre-defined attribute settings.
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Sets as the nParticle style for new nParticle objects. This option uses as the along with other pre-defined attribute settings.
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Sets as the nParticle style for new nParticle objects. This option uses as the along with other pre-defined attribute settings.
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Sets as the nParticle style for new nParticle objects. This option uses as the along with other pre-defined attribute settings, including attributes.