Per-particle rotations
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New Rotation attributes
let you control how Nucleus drives nParticle rotations on a per-particle
basis. Rotation attributes can also
be used to rotate instanced geometry. Rotation Friction and Rotation
Damp attributes let you control the rate of particle
rotations.
Per-particle rotations
are useful for creating realistic, randomly moving objects such
as flying debris in an explosion effect.
Watch: nParticle Rotation
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Collision Ramps
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nParticles now includes
internal per-particle ramps for collision attributes. You can use Collision
Ramps to set per-particle Collide Strength, Bounce, Friction, and Stickiness on
nParticle objects, and scale attribute values based on nParticle properties
such as age, radius, or speed.
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Surface Tension
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A new Surface
Tension attribute lets you add realistic surface tension
to your nParticle liquid simulations. In nature, surface tension
is the attractive force between the molecules of liquids, and is most
noticeable in phenomena such as the formation of water beads or
liquid droplets on surfaces. Surface Tension mimics
this characteristic by creating contracting and expanding behavior
on the surface of a liquid nParticle object as it moves.
A Surface
Tension Scale internal ramp lets you set Surface
Tension on a per-particle basis.
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Viscosity Scale ramp
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Maya 2011 includes a Viscosity
Scale ramp that lets you set per-particle Viscosity values
of your liquid simulation nParticles. Using the Viscosity
Scale ramp, you can scale Viscosity values based
on nParticle properties such as age, radius, or speed.
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nParticles constraint improvements
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You can now add nConstraints
to nParticles that are emitted into your scene after initial state.
For example, you can add a Component to Component constraint
to emitted nParticles to create a continuous chain of connected
particles.
In previous versions
of Maya, only initial state nParticles can have constraints.
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nParticles output mesh
improvements
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Maya 2011 includes performance improvements
when converting an nParticle object to a polygon object. These improvements
are most noticeable when using Triangle Mesh or Quad Mesh as
the Mesh Method.
In Maya 2010, meshes
output as quads (Mesh Method set to Quads)
may have issues with non-manifold geometry or spikes in the areas
joining the separate lobes of the isosurface. Many of these problems
have been fixed in Maya 2011. Also, the initial quad surface generated by
the mesh conversion is now smoother, even when Mesh
Smoothing Iterations are set to 0.
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Output mesh per-vertex
shading attributes
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You can now generate
per-vertex color, opacity, and incandescence data when you convert
an nParticle object to a polygon mesh. When on, Color
Per Vertex, Opacity Per Vertex,
and Incandescence Per Vertex generate
per-vertex data which is derived from the nParticle object's per-particle
color, opacity, and incandescence values. The output mesh per-vertex
data can be used as color set data and applied to the polygon object like
other color set data.
Watch: nParticle Per Vertex Color
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Velocity Per Vertex for
motion blur
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You can now create motion
blur when you render nParticle output meshes. A new Velocity
Per Vertex attribute generates velocity per vertex data
when an nParticle object is converted to an output mesh. When you
render your nParticle output mesh using mental ray for Maya, velocity
per-vertex data is used for rendering with motion blur.
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Uvw Per Vertex
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You can now generate
a UVW coordinate system for your nParticle output meshes. A new Uvw
Per Vertex attribute outputs UVW coordinates when an nParticle
object is converted to an output mesh. You can use the coordinates to
assign textures to nParticle output meshes.
You can use the UV
Texture Editor to modify the output meshes' UV topology like
any other polygon surface.
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Collide Strength
A new Collide
Strength attribute lets you specify the strength of nParticle
collisions, including self-collisions and collisions with other
Nucleus objects. Using Collide Strength,
you can specify if an nParticle object fully collides, partially
collides, or does not collide with other objects.
A new Collide
Strength Scale ramp lets you set Collide
Strength on a per-particle basis. Using a Collide
Strength Scale ramp, you can dampen or disable collisions
on individual nParticles based on properties such as age, speed,
or radius.