This example will show
you how to create realistic looking nCloth confetti that collides
with objects and forces in its scene as well as itself.
Create Confetti
To create the confetti
- Select
Create > Polygon Primitives > Plane > .
The Polygon
Plane Options window opens.
- Select Edit > Reset Settings.
- Set the plane options as follows:
- Width: 10
- Height: 10
- Width divisions:
30
- Height divisions:
30
- Click Create.
Maya creates a plane
centered at the origin.
- In the Polygons menu
set, select
Edit Mesh > Detach Component.
The plane will become
separated such that each face becomes a new plane.
- Select all the planes.
- In the nDynamics menu
set, select
nMesh > Create nCloth.
- In the Attribute Editor,
change the name of the nCloth to “Confetti.”
- In the Collisions section,
turn Self Collide off.
- In the Dynamic Properties section,
adjust the settings as follows:
- Stretch Resistance:
2
- Compression Resistance:
2
- Bend Resistance:
0
- Mass: 0.2
- Tangential Drag:
0.5
- Playback the nCloth simulation.
The cloth falls uniformly.
To change this, you need to add turbulence.
Enhance the way the confetti
falls
To add turbulence to the nCloth
- Go to the beginning of the playback range.
- Select the Confetti plane.
- In the nDynamics menu
set select
Fields > Turbulence > .
The Turbulence
Options window appears.
- Set the Turbulence options as
follows:
- Magnitude:
1
- Attenuation:
0
- Frequency:
8
- Click Create.
- Set the End Time of the playback range
to 100.
- Playback the simulation.
The simulation plays
back more realistically, but also very slowly.
To improve the speed of the simulation
- Select the Confetti nCloth and open the Attribute
Editor.
- In the nucleus1 tab set the Space
Scale attribute to 0.1.
Maya has been treating
the nCloth as a 10x10 meters object according the default dynamics
settings. By setting the space scale to 0.1 the plane is now 1 meter
square in terms of dynamics. This makes it simulate much faster.
You should now add the
ground plane and some color.
To add a ground plane to the simulation
- Select the Confetti nCloth.
- In the Channel Box,
set TranslateY to 30.
- In the Attribute Editor,
select the nucleus1 tab.
- In the section Ground Plane,
activate Use Plane.
Color the confetti
To add color to the confetti
- -click
the nCloth and select Assign New Material
> Ramp Shader from the pop-up menu that appears.
The Assign
New Material window appears.
- In the right panel of the Assign
New Material window, click .
- In the Attribute Editor,
select the rampShader1 tab.
- In the Color section,
select the checkered box next to Selected Color.
The Create
Render Node window appears.
- Select Ramp.
- Change to Shaded and Textured mode (hotkey:
6).
- Playback the simulation.
The confetti now glitters
and falls as real confetti would. Now that you have a base simulation
for your effect, you can perform a number of optional steps to enhance
the simulation.
Customize the shape of
confetti (optional)
You can create circular
confetti using a very similar procedure.
To create circular confetti
- -click
the Confetti nCloth and select Material
Attributes.
The Attribute
Editor opens with the rampShader1 tab selected.
- In the Transparency section,
select the checkered box next to Selected Color.
The Create
Render Node window appears.
- In the right panel of the Create
Render Node window, click .
- In the Attribute Editor,
under Ramp Attributes set Type to Circular
Ramp.
- In the Ramp Attributes editor,
click the box with an x at the center of the color ramp to eliminate
the green marker.
- Select the small red circle at the bottom
left of the color ramp. The colored box next to Selected
Color should change.
- Click the colored box next to Selected
Color.
The Color
Chooser that appears.
- Select the color black and move
your mouse off the Color Chooser to close it.
- Under Ramp Attributes,
set Selected Position to 0.45.
- Select the small blue circle at the top
left of the color ramp.
The colored box next
to Selected Color should change.
- Click the colored box next to Selected
Color
The Color
Chooser appears.
- Select the color white and move
your mouse off the Color Chooser to close it.
- Under Ramp Attributes,
set Selected Position to 0.5.
- In the place2dTexture1 tab, under 2d
Texture Placement Attributes set Repeat
UV to 30, 30.
Now when you render the
simulation the confetti appears as circles instead of squares.
NoteThe confetti appears
as circles only when rendered. The confetti appears as squares in
the scene view. You may need to change to Wireframe mode (hotkey:
4) to see the confetti.
nCloth Streamers
You can use this procedure
to generate streamers as well.
To create streamers
- Select
File > New Scene.
- Select
Create > Polygon Primitives > Plane > .
The Polygon
Plane Options window appears.
- Select Edit > Reset Settings.
- Set the plane options as follows:
- Width: 10
- Height: 10
- Width divisions:
30
- Height divisions:
3
- Click Create.
Maya creates a plane
centered at the origin.
- In the Polygons menu
set, select
Edit Mesh > Detach Component.
The plane separates such
that each face becomes a piece of confetti.
- Select the plane and select
Edit Mesh > Add Divisions.
Maya adds a number of
divisions to the plane. These are used to allow the streamers to
swirl and bend.
- In the Attribute Editor,
select the polySubdFace1 tab.
- Set the following attributes:
- Subdivision Method: Linear
- Divisions UV:
1, 8
- In the nDynamics menu
set select
nMesh > Create nCloth.
- In the Attribute Editor,
change the nCloth’s name to “Streamers” and adjust the nCloth’s
attribute values as follows:
- Self Collide: Off
- Mass: 0.2
- Tangential Drag:
0.5
- Stretch Resistance:
2
- Compression Resistance:
2
- Bend Resistance:
0
At this point you can
add turbulence, color, and a ground plane exactly as you did for
the confetti.