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Controlling nParticle shading

From: Liquid Simulation in Maya

Video: Controlling nParticle shading

With our particles cached, we're actually ready to render them. And we have choices on how to render these N particles. The easiest thing to do is to simply use the default blobby surface, which is already turned on by default. And we can just go ahead and render it now. However if we did this now I've got my mental erase settings down to draft quality and wouldn't be able to see the particles inside these refractive objects. So I want to hide them. Select the tumbler and set its visibility to zero and also this gin bottle proxy I want to set its visibility off as well.

Controlling nParticle shading

With our particles cached, we're actually ready to render them. And we have choices on how to render these N particles. The easiest thing to do is to simply use the default blobby surface, which is already turned on by default. And we can just go ahead and render it now. However if we did this now I've got my mental erase settings down to draft quality and wouldn't be able to see the particles inside these refractive objects. So I want to hide them. Select the tumbler and set its visibility to zero and also this gin bottle proxy I want to set its visibility off as well.

And then just scrub through to the timeline to a representative frame and go ahead and do an interactive production render. I'll select these particles, open up the attributes, Ctrl+A, and then click IPR and drag a rectangle around the particles. Once that's finishsed updating, we can start playing around with the properties in the N particle shape node. So as you can see, we're getting reflections and refractions for free, that's just already enabled. We don't even need to do anything to turn that on.

Really, the main thing we want to concern ourself with is the shading attributes here in the N particle shape node. And you'll see the particular render type is set to blobby surface. And that happened at the very beginning of our work flow when we chose the water preset before we even created our particles. The main thing we want to look at here is the threshold value. And this determines whether the blobby surface will render or not, based upon how many particles are overlapping. With a lower threshold, what we will see is each individual particle is kind of rendering more defined and if I have a really low threshold, even down to zero, each particle will be very distinct.

And that's not really what we want in most cases, we want to have a non-zero threshold. Now if we increase the threshold past the value of one then what that means is that we have to have more than one particle overlapping in order to actually render the blobby surface. However with the threshold greater than one you might see that your mesh starts to break up and so that's why the default value was 0.6 and it's actually probably a pretty good value in this particular scene.

So rendering our particles with the default blobby surface properties is easy. But it may not be the most optimal solution. We won't be able to smooth the mesh out and get rid of some of these bumps and kinks in the liquid. So if we want that to look smoother, then we can't really use the blobby surface method. What we'll do is we'll convert the particles to polygons. We'll do that in the subsequent movie.

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This video is part of

Image for Liquid Simulation in Maya
Liquid Simulation in Maya

39 video lessons · 3920 viewers

Aaron F. Ross
Author

 
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  1. 4m 12s
    1. Welcome
      48s
    2. Using the exercise files
      2m 22s
    3. What you need to know
      1m 2s
  2. 55m 11s
    1. Laying out the scene
      3m 47s
    2. Sketching nParticles
      3m 54s
    3. Randomizing nParticle radius
      1m 59s
    4. Setting render attributes
      2m 0s
    5. Varying fluid texture
      4m 20s
    6. Unifying fluid texture scale
      6m 12s
    7. Adjusting shading attributes
      7m 12s
    8. Colliding nParticles
      6m 46s
    9. Building an nCache
      5m 38s
    10. Emitting nParticles from an object
      4m 23s
    11. Defining an emission ramp
      4m 18s
    12. Using the Particle Collision Event Editor
      1m 56s
    13. Rendering refractive bubbles
      2m 46s
  3. 50m 43s
    1. Filling a container using Fill Object
      7m 0s
    2. Filling a container using a volume emitter
      8m 22s
    3. Optimizing liquid simulation
      4m 59s
    4. Setting an initial state
      3m 51s
    5. Animating the geometry
      4m 3s
    6. Playblasting and caching the simulation
      2m 38s
    7. Controlling nParticle shading
      2m 52s
    8. Converting nParticles to polygons
      5m 45s
    9. Shading the mesh
      2m 50s
    10. Creating high-quality simulations
      8m 23s
  4. 40m 53s
    1. Creating a 3D fluid container
      3m 17s
    2. Emitting density from a volume emitter
      2m 16s
    3. Adjusting Simulation Rate Scale
      1m 21s
    4. Colliding fluids with geometry
      3m 18s
    5. Keyframing density emission
      2m 28s
    6. Setting the initial state
      6m 13s
    7. Working with Auto Resize
      5m 26s
    8. Adjusting density tension and force
      2m 38s
    9. Keyframing fluid attributes
      3m 52s
    10. Texturing a 3D fluid
      1m 58s
    11. Creating a fluid nCache
      2m 9s
    12. Converting a 3D fluid to polygons
      5m 57s
  5. 30s
    1. Goodbye
      30s

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