Before you create an nParticle object, you can specify which style of nParticle you want to create. nParticle styles are like templates, providing preset attribute settings for the nParticle object’s appearance, size, render type, and collision properties. You can use an nParticle style as the starting point for your simulation, and then adjust specific attributes to suit your needs. The table below lists the preset attribute settings for each nParticle style.
Default Attribute Settings | nParticle Style | ||||
---|---|---|---|---|---|
Points | Balls | Clouds | Thick Clouds | Water | |
Radius | 0 | 0.2 | 0.2 | 0.2 | 0.2 |
Radius Input Scale | Off | Age | Off | Off | Off |
Self Collide | Off | On | Off | Off | Off |
Bounce | 0.0 | 0.9 | 0.0 | 0.0 | 0.0 |
Friction | 0.1 | 0.02 | 0.1 | 0.1 | 0.0 |
Enable Liquid Simulation | No | No | No | No | Yes |
Opacity | 1.0 | 1.0 | 1.0 | 1.0 | 0.3 |
Opacity Scale Input | Off | Age | Age | Age | Age |
Color Input | Constant | Randomized ID | Age | Age | Age |
Particle Render Type | Points | Blobby Surface (s/w) | Clouds (s/w) | Clouds (s/w) | Blobby Surface (s/w) |
You can use the following methods to create an nParticle object.
To create nParticles using the nParticle Tool
For information about the Particle Settings window, see Particles > Particle Tool in the Dynamics guide.
Using the nParticle Tool, you can also create nParticle grids (see Create particles) and place nParticles on a surface (see Place particles on a surface in the Dynamics guide).
To create an nParticle emitter
For information about the Emitter Options window, see Particles > Create Emitter in the Dynamics guide. See also Create emitters in the Dynamics guide.
To fill an object with nParticles
For information about creating nCloth, see Create or remove nCloth.
If you want to create a new Maya Nucleus solver for the nParticle object you are creating, select Create New Solver from the Solver drop-down list.
After you’ve created nParticle objects, you can assign them to a new solver, or a different existing solver within your scene. Because nParticle objects can only interact with other Nucleus objects (nParticles, nCloth, and passive collision objects) when sharing the same Maya Nucleus solver, you may want to move objects from one solver to another or separate objects to their own solver.
To assign your nParticles objects to a new or existing solver
If you select New Solver, Maya creates a new Maya Nucleus Solver, which appears in the Attribute Editor, and assigns the selected object(s) to it.
If you select an existing solver, Maya assigns the selected object(s) to it.
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