See Lifespan Attributes.
Radius Scale
The Radius Scale ramp sets per particle radius scale values which are applied to the Radius attribute to compute per particle radius values. The vertical component represents the Radius Scale values from 0 (no radius) to 1 (equal to the Radius attribute value). See Working with nParticle attribute ramps.
If the Radius Scale Input is set to Off, the per particle attributes are deleted. If it is set to any other value, the radius per particle attributes are created if they don’t already exist.
Interpolation
Controls the way nParticle radius blend between each position on the ramp. The default setting is Linear.
Radius Scale Input
Specifies which attribute is used to map the radius ramp values.
When off, the per particle radius attributes are deleted. If you want to use an expression with radius, you need to manually add the radius per particle attributes again. See Set attributes on a per particle basis.
Per particle radius is determined by the nParticle’s age, which is based on the particle Lifespan mode. See Lifespan Attributes.
Per particle radius is determined by the normalized age of the nParticle. To use Normalized Age, the nParticle object must have a defined lifespan. For example, the nParticle object’s Lifespan Mode attribute must be set to Constant or Random range. See Lifespan Mode.
When Normalized Age is used, per particle radius is mapped within the range of the nParticle object’s lifespan.
When on, the current nParticle object collides with passive objects, nCloth objects, and other nParticle objects that share the same Maya Nucleus solver. When off, the current nParticle object does not collide with passive objects, nCloth objects, or other nParticle objects that share the same Maya Nucleus solver.
Assigns the current nParticle object to a specific collision layer. Collision Layers determine how nParticle, nCloth, and passive objects that share the same Maya Nucleus solver interact.
nParticle objects on the same collision layer collide normally. However, when nParticle objects are on different layers, particles on lower value layers will have priority over particles on higher value layers. So an nParticle object on collision layer 0.0 will push an nCloth object or another nParticle object on collision layer 1.0, which in turn will push an nCloth object or another nParticle object on collision layer 2.0. This collision priority occurs in the range set by the Collision Layer Range attribute on the nucleus node.
See Collision Layer in the nClothShape node description.
Specifies a self-collision scale value for the current nParticle object. Self Collide Width Scale allows you to scale the thickness of collisions that occur between particles emitted from the same nParticle object. Setting Self Collide Width Scale improves the smoothness of particle emission of self colliding particles, and speeds up the simulation. Self Collide Width Scale is 1.0 by default.
Solver Display
Specifies what Maya Nucleus solver information is displayed in the scene view for the current nParticle object. Solver Display can help you better diagnose and troubleshoot any problems you may be having with your nParticles.
When on, the self-collision volumes for the current nParticle object are displayed in the scene view. Self Collision Thickness helps you visualize nParticle self-collision thickness and it is useful when tweaking nParticle self-collisions (collisions between particles emitted from the same nParticle object).
Specifies the springiness or bounciness of the current nParticle object. Bounce determines the amount of the nParticle’s deflection or rebound on collision with itself, passive objects, nCloth or other nParticles objects that share the same Maya Nucleus solver.
The amount of Bounce an nParticle object should have is determined by the type of nParticle effect. For example, nParticles with a Bounce of 0.0 would not be bouncy (such as steel) and an nParticle with a Bounce of 0.9 would be very bouncy (such as rubber). Bounce is 0.0 by default.
Specifies the amount of friction for the current nParticle object. Friction determines how much nParticles resists relative motion on collision with itself, passive objects, nCloth, and other nParticle objects that share the same Maya Nucleus solver.
The amount of Friction an nParticle object should have is determined by the type of nParticle effect. The affect of Friction is influenced by the nParticle object’s Stickiness value. See Stickiness.
Stickiness specifies the tendency of nParticles to stick to other Nucleus objects when nCloth, nParticle, and passive objects collide.
Stickiness and Friction are similar attributes in that Stickiness is an adhesion force in the normal direction, while Friction is a force acting in the tangent direction. As with Friction, the Stickiness value used in a collision is the sum of the two colliding objects. So, for full sticking, the Friction and Stickiness on the colliding objects should be 1.0. Note that if Stickiness and Friction are both set to 2 on an object, this object will stick to other Nucleus objects that have Stickiness set to 0.
For particles from the same nParticle object to stick to each other, Self Collide must be turned on.
See Forces In World.
See Dynamics Weight.
See Conserve.
Specifies the base mass of the current nParticle object. Mass determines the density or the weight of an nParticle object when its Maya Nucleus solver’s Gravity is greater than 0.0.
The Mass an nParticle should have is determined by the type of nParticle effect you want to achieve.
Mass affects behavior in collisions and behavior with Drag. nParticles with high Mass have greater influence on other nParticle or nCloth objects with low Mass, and they are less influenced by Drag.
The Mass Scale ramp sets per particle mass scale values which are applied to the Mass attribute to compute per particle mass values. The vertical component represents the Mass Scale values from 0 (no mass) to 1 (equal to the Mass attribute value). See Working with nParticle attribute ramps.
Interpolation
Controls the way particle mass blends between each position on the ramp. The default setting is Linear.
Mass Scale Input
Specifies which attribute is used to map Mass Scale ramp values.
Per particle mass is determined by the particle age, which is based on the particle Lifespan mode. See Lifespan Attributes.
Per particle mass is determined by the normalized age of the nParticle. To use Normalized Age, the nParticle object must have a defined lifespan. For example, the nParticle object’s Lifespan Mode attribute must be set to Constant or Random range. See Lifespan Mode.
When Normalized Age is used, per particle mass is mapped within the range of the nParticle object’s lifespan.
Generates a force field that can push (positive fields) nCloth objects and other nParticle objects away from the current nParticles, and pull (negative fields) nCloth objects and other nParticle objects toward the current nParticles. A Point Force Field can only be exerted on Nucleus objects that are assigned to the same Nucleus solver as the nParticle object generating the Point Force Field.
Point Force Field
Sets the orientation of the Point Force Field.
Point Force Field is relative to the radius of individual nParticles. nParticles with higher Radius values generate stronger Point Force Fields relative to nParticles with low Radius values.
See Radius.
Sets the strength of self attractive forces between the points (individual particles) of an nParticle object. Positive Self Attract values pull the points (individual particles) of an nParticle object together. Negative Self Attract values push the points (individual particles) away from each other.
Sets a Point Field Scale ramp that can be used to vary Point Field Magnitude along the Point Field Distance. See Working with nParticle attribute ramps.
Interpolation
Controls the way Point Field Magnitude blends between each position on the ramp. The default setting is Linear.
Point Field Scale Input
Specifies which attribute is used to map Point Field Scale ramp values.
The Point Field Scale input is determined by the nParticle age, which is based on the particle Lifespan mode. See Lifespan Attributes.
The Point Field Scale input is determined by the normalized age of the nParticle. To use Normalized Age, the nParticle object must have a defined lifespan. For example, the nParticle object’s Lifespan Mode attribute must be set to Constant or Random range. See Lifespan Mode.
When Normalized Age is used, Point Field Scale is mapped within the range of the nParticle object’s lifespan.
Sets a ramp that specifies how much the Point Field Magnitude drops off as you move away from the nParticle and toward the edge of the area defined by Point Field Distance. See Working with nParticle attribute ramps.
Specifies the distance over which the wind created by the motion of the current nParticle object affects nCloth objects or other nParticle objects in the same Nucleus system. The motion of the current nParticle object determines the direction of the wind.
When Air Push Distance is 0, no wind is generated by the motion of the current nParticles. When Air Push Distance is greater than 0, the wind created by the motion of the current nParticle object affects nCloth or other nParticle objects in the same Nucleus system. The higher the Air Push Distance, the greater the distance over which the wind created by the motion of the current nParticle object affects nCloth or other nParticle objects in the same Nucleus system.
Specifies the amount of circulation or rotation in the flow of air being pushed by the current nParticle object, as well as the amount of curl in the flow of wind created by the motion of the current nParticle object. Air Push Vorticity changes the direction of the wind created by the motion of the current nParticle object.
Air Push Vorticity only affect’s your nParticles when Air Push Distance is greater than 0.
Specifies the distance over which the current nParticle object blocks the dynamic wind of its Nucleus system from other nParticle, nCloth, and passive objects in its system.
When Wind Shadow Distance is 0, no wind is blocked by the current nParticle object. When Wind Shadow Distance is greater than 0, the dynamic wind of its Nucleus system is blocked by the current nParticle object. The higher the Wind Shadow Distance, the greater the distance for which the current nParticle object blocks the dynamic wind of its Nucleus system.
When turned on, Liquid Simulation properties are added to the nParticle object. See Liquid Simulation properties.
Viscosity represents the resistance of the liquid to flow, or how thick, and non-liquid the material is. When this value is high, the liquid flows like tar. When this value is small, the liquid flows more like water. For example, a value of 0.01 produces water-like liquids. For more viscous liquids, use a value of 0.1.
Increasing Substeps on the nucleus node magnifies the affect of Viscosity.
Output Mesh attributes allow you to control the size, smoothness, and dynamic characteristics of Blobby Surface nParticle objects when they are converted to polygon meshes. To see the effects of Output Mesh settings, you must first convert your nParticle object to a polygon mesh by selecting Modify > Convert > nParticles to Polygons. nParticles must be either created or emitted into the scene to be converted to polygons. nParticles emitted after the conversion will continue to add to the size and overall appearance of the nParticle output mesh. Output Mesh attributes are applicable all Particle Render Type nParticles. However the nParticle output mesh always creates an iso-surface, which is based on nParticle Radius and Threshold.
Specifies the amount nParticle Radius is scaled to create an appropriately smooth surface on Blobby Surface nParticles. Increasing Blobby Scale Radius does not affect nParticle Radius, meaning that nParticles can overlap due to Blobby Scale Radius without affecting their dynamic behavior. Increasing Blobby Scale Radius and Threshold together create smooth surfaces on nParticle output meshes.
Motion Streak elongates individual nParticles based on the direction of nParticle motion, as well as the distance the nParticle travels in one time step. When Motion Streak is 0, nParticles are round. When Motion Streak is 1, nParticles are elongated to a length that is equal to the distance travelled in one time step. Motion Streak applies only to nParticles converted to nParticle output meshes. Motion Streak is useful for creating a motion blur type of effect, and for shaping the flow of Liquid Simulation effects.
Determines the size of the triangles used to create the nParticle output mesh. Small Mesh Triangle Size produces high resolution nParticle output meshes with smoother surfaces, however small triangles take more computing resources and time to simulate. Mesh Triangle Size can be affected if the particle system bounds are very large relative to the set Mesh Triangle Size. See Max Triangle Resolution.
Specifies the grid size that is used to create the nParticle output mesh. Max Triangle Resolution clamps the resolution of the voxel grid used in generating the nParticle output mesh's triangles. If the grid size required to create an nParticle mesh exceed the Max Triangle Resolution value, the output Mesh Triangle Size automatically increases to compensate for increasing size of the nParticle mesh.
Turn this attribute on to make the normals on an nParticle output mesh smoother. When on, the output mesh normals are created based on the direction of the opacity gradient within the particle density. This can improve the appearance of the nParticle output mesh, particularly in areas of the mesh that have thin triangles. This setting only affects the output nParticle mesh and not volume nParticle renders.
Mesh Method
Specifies the type of polygon mesh used to generate the nParticle output mesh iso-surface. By default, Mesh Method is set to Cubes.
Specifies the amount of smoothing applied to the nParticle output mesh. Smooth iterations increase the lengths of the triangle edges, making the topology more uniform, generating a smoother iso-surface. The smoothness of your nParticle output mesh increases with increased Mesh Smoothing Iterations values, however, calculation time also increases.
Specifies the simulation data that will be saved to a server or local hard drive when the current nParticle object is nCached.
See Max Count.
See Level Of Detail.
See Inherit Factor.
See Emission In World.
See Particle Render Type.
See Depth Sort.
The Opacity Scale ramp sets per particle opacity scale values which are applied to the Opacity attribute to compute per particle opacity values. The vertical component represents the Opacity Scale values from 0 (no opacity) to 1 (equal to the Opacity attribute value). Working with nParticle attribute ramps.
Interpolation
Controls the way per particle opacity blends between positions on the ramp. The default setting is Linear.
Opacity Scale Input
Specifies which attribute is used to map Opacity Scale ramp values.
Per particle opacity is determined by the particle age, which is based on the particle Lifespan mode. See Lifespan Attributes.
Per particle opacity is determined by the normalized age of the nParticle. To use Normalized Age, the nParticle object must have a defined lifespan. For example, the nParticle object’s Lifespan Mode attribute must be set to Constant or Random range. See Lifespan Mode.
When Normalized Age is used, per particle opacity is mapped within the range of the nParticle object’s lifespan.
The Color ramp defines a range of color values used for nParticle. The particular colors selected from this range correspond with the values for the selected Color Input. Color Input values of 0 map to the color at the left of the ramp, Color Input values of 1 map to the color at the right of the ramp, and values between 0 and 1 map to the color corresponding with the position on the ramp. Working with nParticle attribute ramps.
Interpolation
Controls the way colors blend between positions on the ramp. The default setting is Linear.
Color Input
Specifies which attribute is used to map the ramp's color values.
Per particle color is determined by the particle age, which is based on the nParticle Lifespan mode. See Lifespan Attributes.
Per particle color is determined by the normalized age of the nParticle. To use Normalized Age, the nParticle object must have a defined lifespan. For example, the nParticle object’s Lifespan Mode attribute must be set to Constant or Random range. See Lifespan Mode.
When Normalized Age is used, per particle color is mapped within the range of the nParticle object’s lifespan.
Incandescence controls the amount and color of light emitted from the nParticles due to self illumination. The particular colors selected from this range correspond with the values for the selected Incandescence Input. Incandescent emission is not affected by illumination or shadowing. If the Incandescence Input is set to Off, the per particle attributes are deleted. If it is set to any other value, the incandescence per particle attributes are created if they don't already exist. Working with nParticle attribute ramps.
Interpolation
Controls the way colors blend between each position on the ramp. The default setting is Linear.
Incandescence Input
Specifies which attribute is used to map the ramp's color values.
Per particle incandescent color is determined by the particle age, which is based on the particle Lifespan mode. See Lifespan Attributes.
Per particle incandescent color is determined by the normalized age of the nParticle. To use Normalized Age, the nParticle object must have a defined lifespan. For example, the nParticle object’s Lifespan Mode attribute must be set to Constant or Random range. See Lifespan Mode.
When Normalized Age is used, per particle incandescent color is mapped within the range of the nParticle object’s lifespan.
See Set attributes on a per particle basis and Per particle and per object attributes.
Details on particle expressions can be found in the MEL and Expressions book.