This selects the creation
method and nParticle style you want to use for your nParticle effects
and simulations.
- nParticle Tool >
-
Selects the nParticle
Tool for creating nParticle objects. For a description
of the items in the Particle Settings window, see
Particles > Particle Tool.
- Create Emitter >
-
Creates an emitter with your
nParticle object. For a description of the items in the Emitter
Options window, see
Particles > Create Emitter.
- Emit from Object >
-
Allows you to create an
nParticle emitter from an object. These options are the same as
the Create Emitter options. See
Particles > Create Emitter.
Fill Object >
Opens
the Particle Fill Options window.
Using Fill Object, you can fill selected
polygon geometry with nParticles. See
Create nParticles.
- Solver
-
Specifies which
Maya® Nucleus™ solver the nParticle
object belongs to. Select a solver from the drop-down list, or select Create New
Solver to create a new Maya Nucleus solver for the nParticle object.
- Resolution
-
Specifies the
grid along which of nParticles are placed in the geometry along
the longest axis of its bounding box. For example, a Resolution value
of 20 places nParticles (evenly spaced and not overlapping) along
the geometry’ longest axis.
Fill Bounds
Sets
the geometry’s fill dimensions.
- Min X
-
Sets the lower boundary of
the nParticle fill along the X-axis relative to the X bounds of
the filled object. A value of 0 is full while 1 is empty. The default
value is 0.
- Max X
-
Sets the upper boundary of
the nParticle fill along the X-axis relative to the X bounds of
the filled object. A value of 0 is empty while 1 is full. The default
value is 1.
- Min Y
-
Sets the lower fill boundary
of the nParticle fill along the Y-axis relative to the Y boundary
of the filled object. A value of 0 is full while 1 is empty. The
default value is 0.
- Max Y
-
Sets the upper fill boundary
of the nParticle fill along the Y-axis relative to the Y boundary
of the filled object. A value of 0 is empty while 1 is full. The
default value is 1.
- Min Z
-
Sets the lower fill boundary
of the nParticle fill along the Z-axis relative to the Z boundary
of the filled object. A value of 0 is full while 1 is empty. The
default value is 0.
- Max Z
-
Sets the upper fill boundary
of the nParticle fill along the Z-axis relative to the Z boundary
of the filled object. A value of 0 is empty while 1 is full. The
default value is 1.
- Particle Density
-
Sets the size of the nParticles.
When set to a value of 1, the nParticle size will match the grid
spacing determined by the Resolution value
and the object boundaries. nParticles which overlap with the surface
of the geometry are rejected, even if the center of the particle
is inside the filled geometry.
- Close Packing
-
When
on, nParticles are positioned as closely as possible in a hexagonal
packing arrangement. Otherwise, nParticles are packed in a uniform
grid lattice arrangement.
- Double Walled
-
Turn
this option on if the thickness of the object to fill is modeled.
(for example, a mug). Otherwise, the nParticles will be created
inside the wall. Double Walled may not handle
all double thickness geometry in the same way.
For example, when a polygon
torus is filled with nParticles, the center region of the object
may be filled rather than the space between the geometry's walls.
In cases similar to this, create an internal wall using a separate mesh,
and then fill the internal area with Double Walled turned off.
- Points
-
Sets Points as
the nParticle style for new nParticle objects. This option uses Points as
the Particle Render Type along
with other pre-defined attribute settings.
- Balls
-
Sets Balls as
the nParticle style for new nParticle objects. This option uses Blobby
Surfaces as the Particle Render Type along
with other pre-defined attribute settings.
- Clouds
-
Sets Clouds as
the nParticle style for new nParticle objects. This option uses Cloud as
the Particle Render Type along
with other pre-defined attribute settings.
- Thick Clouds
-
Sets Thick
Clouds as the nParticle style for new nParticle objects.
This option uses Cloud as the Particle
Render Type along with other pre-defined attribute settings.
- Water
-
Sets Water as
the nParticle style for new nParticle objects. This option uses Blobby
Surfaces as the Particle Render Type along
with other pre-defined attribute settings, including Liquid Simulation attributes.