To make the particles behave more like sparks, they need to have a limited lifespan, and they cannot self-collide. To simulate the streaking effect of fast moving sparks, you change the particle render type to Tube (s/w). Note that this streaking effect is only visible after rendering a frame.
Increasing Lifespan Random makes the particle lifespan more random, like real sparks. Randomizing the spark lifespan decreases the number of sparks that are visible in the scene at any one time, making the spark effect less dense. To compensate for the random lifespans, you will increase the nParticle emission rate later.
Later in the tutorial, you add an external Gravity field to control the behavior of the sparks. If the Nucleus gravity is also affecting the behavior of the sparks, the external Gravity field will not have the desired effect.
This type works well for simulating sparks, since you can control streaking effects using the Tail Size and Opacity attributes.
This makes the sparks display individually with no surface blending.
This sets the radius for the tube at its starting point and at its ending point. For this effect, the sparks have the same radius at their starting and end point.
This scales the length of the tail, controlling the length of the streaking effect.
For more information about Tube (s/w) type particles, see Particle nodes in the Dynamics guide of the Maya Help.
This render lets you view the general appearance of sparks, such as the amount of streaking density.
The particles appear more like sparks, but they need to be properly shaded to appear red-hot.
Notice also that some sparks are colliding with the slag bin.
This converts the geo_slag mesh to passive collision object to ensure that these sparks collide with the bin rather than traveling through it and out of the scene.
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