Create nParticles
 
 
 

Select an nParticle style

Before you create an nParticle object, you can specify which style of nParticle you want to create. nParticle styles are like templates, providing preset attribute settings for the nParticle object’s appearance, size, render type, and collision properties. You can use an nParticle style as the starting point for your simulation, and then adjust specific attributes to suit your needs. The table below lists the preset attribute settings for each nParticle style.

Default Attribute Settings nParticle Style
Points Balls Clouds Thick Clouds Water
Radius 0 0.2 0.2 0.2 0.2
Radius Input Scale Off Age Off Off Off
Self Collide Off On Off Off Off
Bounce 0.0 0.9 0.0 0.0 0.0
Friction 0.1 0.02 0.1 0.1 0.0
Enable Liquid Simulation No No No No Yes
Opacity 1.0 1.0 1.0 1.0 0.3
Opacity Scale Input Off Age Age Age Age
Color Input Constant Randomized ID Age Age Age
Particle Render Type Points Blobby Surface (s/w) Clouds (s/w) Clouds (s/w) Blobby Surface (s/w)
NoteNot all nParticle attributes are listed in this table. Only those preset attributes that vary between nParticles styles are listed. For the Thick Clouds nParticle style, a fluid shader is used with the nParticleShape node.

To select an nParticle style

Select an nParticle creation method

You can use the following methods to create an nParticle object.

To create nParticles using the nParticle Tool

For information about the Particle Settings window, see Particles > Particle Tool.

Using the nParticle Tool, you can also create nParticle grids (see Create particles) and place nParticles on a surface (see Place particles on a surface).

To create an nParticle emitter

For information about the Emitter Options window, see Particles > Create Emitter. See also Create emitters.

To fill an object with nParticles

  1. In the scene view, select the polygon mesh you want to fill with nParticles.
  2. To convert the mesh to a passive collision object or nCloth object, in the nDynamics menu, select one of the following options.
    • nMesh > Create Passive Collider
    • nMesh > Create nCloth

    For information about creating nCloth, see Create or remove nCloth.

  3. In the nDynamics menu set, select nParticles > Create nParticles, and then select an nParticle style. See Select an nParticle style.
  4. To fill your passive collision object or nCloth object with nParticles, select nParticles > Create nParticles > Fill Object.

    The Particle Fill Options window appears.

  5. In the Particle Fill Options window, set the following:
    • If you want to attach the nParticle object you are creating to an existing Maya Nucleus solver, select the solver from the Solver drop-down list.

      If you want to create a new Maya Nucleus solver for the nParticle object you are creating, select Create New Solver from the Solver drop-down list.

    • Set the number of nParticles you want to use in the fill by adjusting Resolution. See Resolution.
    • Using the Fill Bounds controls, set the particle fill boundaries. See Fill Bounds.
    • Use Particle Density to set the size of nParticles in the fill. See Particle Density.
    • (Optional) Turn on Close Packing to set the packing arrangement of nParticles. See Close Packing.
    • (Optional) Turn on Double Walled if you are filling a double walled geometry with nParticles. See Double Walled.
    • Click Particle Fill.

      The selected geometry is filled with nParticles.

Assign nParticles to a new or existing solver

After you’ve created nParticle objects, you can assign them to a new solver, or a different existing solver within your scene. Because nParticle objects can only interact with other Nucleus objects (nParticles, nCloth, and passive collision objects) when sharing the same Maya Nucleus solver, you may want to move objects from one solver to another or separate objects to their own solver.

To assign your nParticles objects to a new or existing solver

  1. In the scene view, select the nParticle object that you want to assign to a new solver.
  2. In the nDynamics menu set, select nSolver > Assign Solver.

    A list of solvers appears.

  3. From the solver list, select New Solver, or select an existing solver.

    If you select New Solver, Maya creates a new Maya Nucleus Solver, which appears in the Attribute Editor, and assigns the selected object(s) to it.

    If you select an existing solver, Maya assigns the selected object(s) to it.