nParticles > Create nParticles
 
 
 

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.

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