Maya Particle Effects
Illustration by John Hersey

Creating attributes in the particle shape node


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Maya Particle Effects

with Audri Phillips

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Video: Creating attributes in the particle shape node

Hello! In this section we are going to talk about different ways to set up your particles to change the way they move and the way they look. So far you have seen how forces can make your particles move. We are going to show you different ways of doing that. So the first thing that we are going to do is in the dynamic section, we are going to take our Particles, our Particle tool. And I am going to set it up for Sketch particles. Sketch interval 10 just to make some particles to play around with. So there are my particles. The first thing I am going to do, particles, like everything else have an Attribute Editor and I want to change them into a different look immediately. I hit particleShape1. That's where all the attributes are of the particles and I am going to go up to Render Attributes and I am going to change it Clouds. I am going to accept that and I am going to do a Quick Render and you will see that my particles are blue.
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Watch the Online Video Course Maya Particle Effects
2h 8m Intermediate Jun 11, 2009

Viewers: in countries Watching now:

Particle effects can be used to create everything from realistic smoke and light to abstract design elements. In Maya Particle Effects, Audri Phillips demonstrates the particles she has found helpful in her work creating dynamic visuals for video games,film and fine art. This course goes deeper than the basics, tackling topics like saving time by reusing MEL expressions, implementing physics to create realistic effects, and manipulating paint effects to give particles the look and feel of an envisioned design. Exercise files accompany the course.

Topics include:
  • Working with particle emitters and fields
  • Instancing paint effects and geometry to particles
  • Using Maya particles to produce graphic design elements
  • Using the relationship editor, creating particle collisions and collision events
  • Creating realistic effects such as smoke by emulating real life physics
  • Rendering and exporting final projects
Subject:
3D + Animation
Software:
Maya
Author:
Audri Phillips

Creating attributes in the particle shape node

Hello! In this section we are going to talk about different ways to set up your particles to change the way they move and the way they look. So far you have seen how forces can make your particles move. We are going to show you different ways of doing that. So the first thing that we are going to do is in the dynamic section, we are going to take our Particles, our Particle tool. And I am going to set it up for Sketch particles. Sketch interval 10 just to make some particles to play around with. So there are my particles. The first thing I am going to do, particles, like everything else have an Attribute Editor and I want to change them into a different look immediately. I hit particleShape1. That's where all the attributes are of the particles and I am going to go up to Render Attributes and I am going to change it Clouds. I am going to accept that and I am going to do a Quick Render and you will see that my particles are blue.

Why are my particles blue? I am going to show you why the particles are blue. They are being controlled right now by a Material Shader. This particle cloud, volumetric particle cloud, which is assigned to every single particle that is created when it first comes in except blobbies, that's another story. However, I am now going to create another volumetric particle cloud because I don't like to be using the default particle cloud. I am going to select these.

I am going to assign it to this. Assign Material To Selection. Okay, so now to change the color of my particles, for example, I can go into this volumetric particle cloud and I can push on Color and I can say yellow like this. And then if I do a Quick Render of course, once again I will see that now my particles are yellow. And I can be influencing lots of things about my colors by changing the attributes right here in this particle cloud. Now there are other ways of changing the colors of my particles. I am going to go into the particleShape1 Attribute Editor here and I am going to see that I have Per Particle Attributes and I want to set up some of those.

For example, I want to set up one for color because in this Per Particle Attribute list here, I do not see one for color. So I am going to hit the Color button and I am going to hit Add Per Particle Attribute. I am going to go Add Attribute. And you can see RGB PP popped up, the Red, Green and Blue Per Particle. I am going to right click in there and for now, I am going to go Create Ramp. Ramp is an easy way to influence the colors. And this pops up arrayMapper.

I am going to click on that and go Edit Ramp. And you will see it gives me the default ramp. And I can change the colors on that or I can accept it. Of course, I can always change a color by clicking here and pick maybe pink. So now if I do a render of my particles, you would think that they would come out the color of this ramp. But no, they still come out the color of the shader ball. I have to do one more step. I have to hit this particle cloud and I have to go up here in the Color section and hit the Map button. And I am going to go into Utilities, I am going to go into Particle Utilities and I am going to hit Particle Sampler. This will disassociate the color of my particles from this particle cloud.

Now my particles are going take their clue from whatever I have put here. So I will do a Quick Render of that and you will see now they are pink. So from now on, they are going to be colored by this. The other big one that you want to do that for, you want to disassociate from this Volumetric Shader is the Transparency. So you do the same thing with that. You click on that and once again hit Utilities. Go under Particle Sampler and now this is also disassociated from the Opacity.

And also you will see that there is no Opacity here either. So I am going to hit Add Dynamic Attributes, Opacity and I am going to add a Per Particle Attribute. I am going to go Add Attribute. Now I have got an Opacity attribute, which I can influence from here. I can also add other attributes. For example, they are not here. Say I want to add one for the Radius. I can hit the General button, I can hit Particle and I can go down and select one for radius, radiusPP, and I am going to go OK.

Now I have a Radius PP slot as well. Under General, I can also hit New and I can actually make a Custom Attribute as well, which we will do it later on in one section. So these are the important things that you need to know about setting up Per Particle Attributes.

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