Attribute long name (and short name) |
Description |
Data Type |
acceleration (acc)
|
Sets the rate of change
of velocity on a per particle basis.
|
vector array
|
age (ag)
|
Contains the number of seconds
each particle in the object has existed since the first frame. This
is a read-only attribute.
|
float array
|
attributeName*
|
Specifies the name of
the attribute whose values are to be displayed at particle positions.
By default, particle id numbers are displayed. Valid for Numeric render
type.
|
string
|
betterIllumination*
|
Provides smoother lighting and
shadowing at the expense of increased processing time. Valid for Cloud render
type.
|
boolean
|
birthPosition
|
Stores the position at
which each particle was born in the particle’s local space.
|
vector array
|
birthTime (bt)
|
Contains the Current Time value
at which each particle in the object was created. This is a read-only
attribute.
|
float array
|
cacheData (chd)
|
Turns on or off dynamic
state caching for the object.
|
boolean
|
castsShadows (rsh)
|
Turns on or off the object’s ability
to cast shadows in software rendered images. Valid for Cloud, Blobby Surface,
and Tube render types.
|
boolean
|
centroidX, centroidY, centroidZ (ctdx, ctdy, ctdz)
|
Contains the X, Y, and
Z elements of the average position of its particles. These are read-only attributes.
|
float
|
collisionFriction (cfr)
|
Sets how much the colliding particle’s
velocity parallel to the surface decreases or increases as it bounces
off the collision surface. This attribute is displayed as Friction in
the user interface. It works on a per geometry basis.
|
float (multi)
|
collisionResilience (crs)
|
Sets how much rebound occurs
when particles collide with a surface. This attribute is listed
as Resilience in the user interface.
It works on a per geometry basis.
|
float (multi)
|
collisionU, collisionV*
|
U and V positions of
the NURBS surface where a particle collided
in the current frame. For polygonal surfaces, the values are always
0. The values are reset to -1 at the start of each frame. Values
change only in frames where collision occurs. These are read-only
attributes.
|
float
|
colorAccum*
|
Adds the RGB components of
overlapping particles. Also adds opacity values of overlapping particles. Generally,
colors become brighter and more opaque as they overlap. To see the
effect of Color Accum, you must add an
opacity attribute to particles displayed as Points. Valid
for MultiPoint, MultiStreak, Points, and Streak render
types.
|
boolean
|
colorBlue*
|
Sets blue component of
RGB color. Valid for all render types except Numeric and Tube.
|
float
|
colorGreen*
|
Sets green component
of RGB color. Valid for all render types except Numeric and Tube.
|
float
|
colorRed*
|
Sets red component of
RGB color. Valid for all render types except Numeric and Tube.
|
float
|
conserve (con)
|
Sets how much of a particle object’s
velocity attribute value is retained from frame to frame.
|
float
|
count
(cnt)
|
Contains the total number
of particles in the object. This is a read-only attribute.
|
integer
|
currentTime (cti)
|
Sets the time value for
the particle object’s independent clock.
|
time
|
depthSort (ds)
|
Turns on or off depth
sorting of particles for rendering. This prevents unexpected colors
when you hardware render overlapping colored, transparent particles.
Valid for MultiPoint, MultiStreak, Points, Streak, and Sprites render
types.
|
boolean
|
dynamicsWeight (dw)
|
Scales the effect of
fields, collisions, springs, goals, and emission on particles.
|
float
|
emissionInWorld (eiw)
|
When
on, emission occurs in the world coordinate system. This is the
default setting. When off, emission occurs in the emitted particle
object’s local space.
|
boolean
|
emitterRatePP*
|
Sets the per particle
emission rate.
|
float array
|
enforceCountFromHistory
(ecfh)
|
In a soft body, if you
change the original geometry’s construction history in a way that
alters the number of CVs, vertices, or lattice points, Maya updates
the number of particles of the soft body correspondingly.
|
boolean
|
event*
|
Contains the number of times
each particle in the object has hit something. This is a read-only attribute.
|
float array
|
expressionsAfterDynamics
(ead)
|
Sets whether expressions
are evaluated before or after other dynamics.
|
boolean
|
force (frc)
|
Contains
the accumulation of all forces acting on the particle object. This
is a read-only attribute. If you use this attribute in an expression,
first turn on expressionsAfterDynamics.
|
vector array
|
forcesInWorld (fiw)
|
Sets whether forces are applied
to the object in world space or in its local space.
|
boolean
|
goalActive (ga)
|
For a goal object, turns
each goal on or off. It has the same effect as setting the corresponding
goalWeight to 0, except the animation processing is more efficient.
This attribute works on a per object basis.
|
boolean (multi)
|
goalOffset*
|
Sets an offset to the
world space position of the goal object.
|
vector array
|
goalPP*
|
Sets how much the particles try
to follow the goal on a per particle basis.
|
float array
|
goalSmoothness (gsm)
|
Sets how smoothly goal forces
change as the goal weight changes from 0 to 1. The higher the number,
the smoother the change.
|
float
|
goalU,
goalV*
|
Set the exact locations
on a NURBS surface where the particles
are attracted.
|
float array
|
goalWeight (gw)
|
Sets how much all particles of
the object are attracted to the goal.
|
float (multi)
|
incandescencePP*
|
Sets glow color in conjunction
with a software rendering Particle Incand Mapper Node (see
Rendering.) Valid for Cloud and Tube render types.
|
vector array
|
inheritFactor (inh)
|
Sets the (decimal) fraction
of velocity an emitted particle object inherits from an emitter.
|
float
|
inputGeometrySpace (igs)
|
For a soft body, this
sets the coordinate space Maya uses to position point data provided
by the input geometry to the particle shape.
|
integer
|
isDynamic (isd)
|
Turns on or off dynamic animation
of the object.
|
boolean
|
isFull
(ifl)
|
Contains 1 if an emitted particle
shape is full, or 0 if not full. An emitted particle shape is full
when the number of emitted particles equals the maxCount. This is
a read-only attribute.
|
boolean
|
lifespan*
|
Sets when all particles
in the object die.
|
float
|
lifespanPP*
|
Sets when particles die
on a per particle basis.
|
float array
|
levelOfDetail (lod)
|
Scales the number of particles
that can be emitted into the emitted particle object.
|
float
|
lineWidth *
|
Sets the width of streaking particles.
Valid for MultiStreak and Streak render
types.
|
float
|
mass
(mas)
|
Specifies the physical
mass of particles. Mass values affect the results of dynamic calculations.
By default, each particle of a particle object has a mass of 1.
|
float array
|
mass0
(mas0)
|
Initial state counterpart
to mass.
|
float array
|
maxCount (mxc)
|
Sets a limit on the number
of particles the emitted particle shape accepts from an emitter.
|
int
|
multiCount*
|
Sets number of points
you want displayed for each particle in the object. Valid for MultiPoint and Points render
types.
|
float
|
multiRadius*
|
Sets radius of spherical region
in which particles are randomly distributed. Valid for MultiPoint and MultiStreak render
types.
|
float
|
needParentUV*
|
Turns
on or off the ability to read the parentU and parentV attributes.
If you add a surface emitter to a NURBS or polygonal surface,
parentU and parentV contain the UV coordinates where each particle
was emitted. You can use these attributes in expressions and MEL
scripts.
|
boolean
|
normalDir*
|
Sets direction of normal
for particles. Use with useLighting. Valid for MultiPoint, MultiStreak, Points, and Streak render
types.
|
integer (1-3)
|
opacity*
|
Sets amount of transparency for
all particles in the object. Valid for all render types except Numeric and Tube.
|
float
|
opacityPP*
|
Sets amount of transparency on
a per particle basis. Valid for all render types except Numeric, Tube, and Blobby Surface.
|
float array
|
particleId
(id)
|
Contains the id number
of each particle. Valid for Numeric render
type. This is a read-only attribute.
|
float array
|
parentId*
|
If you emit from a particle object,
this contains the id of all particles that emit the particles. You can
use the id to query the emitting object’s attribute values, for
example, acceleration, velocity, and lifespanPP. This is a read-only
attribute.
Note that if you use
the MEL emit command to create the particles that emit, the parentId
attribute of those emitted particles is always 0.
|
float array
|
parentU, parentV*
|
If
you add a surface emitter to a NURBS or polygonal surface,
these attributes contain the UV coordinates where each particle
was emitted. To use these read-only attributes, you must turn on Need
Parent UV in the emitter. You can use these attributes
in expressions and MEL scripts.
|
float array
|
particleRenderType*
|
Sets render display type
of particles, for example, Streak.
|
integer
|
pointSize*
|
Sets how large particles
are displayed. Valid for MultiPoint, Numeric, and Points render
types.
|
float
|
position (pos)
|
Sets the object position
in local space coordinates on a per particle basis.
|
vector array
|
position0 (pos0)
|
Initial state counterpart
to position.
|
vector array
|
radius*
|
Sets radius size of all particles.
Valid for Blobby Surface, Cloud, and Sphere render
types.
|
float
|
radius0*
|
Sets starting point radius
for Tube render type.
|
float
|
radius1*
|
Sets ending point radius
for Tube render type.
|
float
|
radiusPP*
|
Sets radius size on a
per particle basis. Valid for Blobby Surface, Cloud, and Sphere, render
types.
|
float array
|
rampAcceleration (rac)
|
Controls acceleration
with a ramp. Any other animation of acceleration is added to the
ramp-controlled acceleration.
|
vector array
|
rampPosition (rps)
|
Controls position with
a ramp. Any other animation of position is added to the ramp-controlled position.
|
vector array
|
rampVelocity (rvl)
|
Controls velocity with
a ramp. Any other animation of velocity is added to the ramp-controlled velocity.
|
vector array
|
rgbPP*
|
Sets color on a per particle basis.
Valid for MultiPoint, MultiStreak, Points, Spheres, Sprites, and Streak render
types.
|
vector array
|
seed
(sd)
|
Sets the id of the random number
generator of the associated emitter. This attribute works on a per object
basis.
|
float (multi)
|
sceneTimeStepSize (sts)
|
Contains the value of
the time difference between the last displayed frame and current
frame. This contains 1 if you’re simply playing the animation or
clicking the frame forward or backward button. If you click widely separated
frames in the Time Slider, the attribute contains the difference
in time between the two frames. This is a read-only attribute.
|
time (in current units)
|
selectedOnly*
|
Turns on or off display
of id numbers only for selected particles. Valid for Numeric render
type.
|
boolean
|
spriteNum*
|
Sets the image number index
for a Sprite image sequence.
|
integer
|
spriteNumPP*
|
Sets the image number index
for a Sprite image sequence on a
per particle basis.
|
integer array
|
spriteScaleX, spriteScaleY*
|
Sets the Sprite X- and
Y-axis image scale.
|
float
|
spriteScaleXPP, spriteScaleYPP*
|
Sets the Sprite X- and
Y-axis image scale on a per particle basis.
|
float array
|
spriteTwist*
|
Sets the Sprite image’s
rotation angle.
|
float
|
spriteTwistPP*
|
Sets the Sprite image’s
rotation angle on a per particle basis.
|
float array
|
startFrame (stf)
|
Sets the animation frame after
which dynamics (including emission) are computed for the object.
|
float
|
surfaceShading*
|
Sets how sharply the
spheres of Cloud render type are displayed.
Use a value between 0 and 1. A value of 1 displays spheres more distinctly;
a value of 0 creates a cloudier effect.
|
float
|
tailFade*
|
Sets the opacity of tail
fade. Valid for MultiStreak and Streak render
types.
|
float
|
tailSize*
|
Sets the length of the
tails for MultiStreak, Streak, and Tube render
types.
|
float
|
targetGeometrySpace (tgs)
|
For a soft body, sets
the coordinate space Maya uses to position point data provided by
the particle shape to the target geometry.
|
integer
|
threshold*
|
Controls surface blending between Cloud or Blobby surface
spheres. This is a read-only attribute.
|
float
|
timeStepSize (tss)
|
Contains the animation frame
increment in current units. For example, if your animation is set
to Film (24 fps), timeStepSize has
a value of 1 (frame).
Keying or otherwise setting the Current Time value
alters the timeStepSize. For instance, with a frame rate of 24 frames
per second, suppose you set the Current Time to
0 at frame 0, and to 100 at frame 50. Because you’re compressing
twice as much time between frames 0 and 50, the timeStepSize is
twice as large, in other words, 2. This is a read-only attribute.
|
time
|
totalEventCount (evc)
|
Contains total events
that have occurred for all particles of the object. This is a read-only attribute.
|
integer
|
traceDepth (trd)
|
Sets the maximum number of
collisions Maya can detect for the object in each animation time step.
|
integer
|
traceDepthPP*
|
Sets the trace depth
on a per particle basis.
|
float array
|
UseCurrentUVSet
|
Selects the UV set on
the poly emitter that is used for textured emission effects. The
same UV set is used for all textures attached to all textured emission
effects (color/opacity and emission rate). If the UseCurrentUVSet option
is selected, then the active UV set on the surface emitter is used.
|
boolean
|
useLighting*
|
Turns on or off whether scene
lighting lights up particles. Valid for MultiPoint, MultiStreak, Points, Sprites, and Streak render
types.
|
boolean
|
userScalar1PP userScalar2PP userScalar3PP userScalar4PP userScalar5PP
|
Predefined outputs for
user-defined attributes used in Particle Sampler Info node.
|
float array
|
userVector1PP userVector2PP userVector3PP userVector4PP userVector5PP
|
Predefined outputs for
user-defined attributes used in Particle Sampler Info node.
|
vector array
|
velocity
(vel)
|
Sets speed and direction
on a per particle basis.
|
vector array
|
velocity0 (vel0)
|
Initial state counterpart
to velocity
|
vector array
|
visibleInReflections (rrl)
|
Turns on or off whether
the object is visible in reflections when software rendered. Valid
for Cloud, Blobby Surface,
and Tube render types.
|
boolean
|
visibleInRefractions (rrr)
|
Turns on or off whether
the object is visible in refractions when software rendered. Valid
for Cloud, Blobby Surface,
and Tube render types
|
boolean
|
worldBirthPosition
|
Stores the position at
which each particle was born in world space.
|
vector array
|
worldCentroidX, worldCentroidY, worldCentroidZ (wctx,
wcty, wctz)
|
Contains the world space
X, Y, and Z elements of the average position of its particles. These
attributes are a read-only attributes.
|
float
|
worldPosition (wps)
|
Contains the world space counterpart
to position. This is a read-only attribute.
|
vector array
|
worldVelocity (wvl)
|
Contains the world space counterpart
to velocity. This is a read-only attribute.
|
vector array
|
worldVelocityInObjectSpace (wvo)
|
Contains the local space equivalent
to the object’s world space velocity. This is a read-only attribute.
|
vector array
|