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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.
In this movie, I just wanted to give you a quick demo of the fact that what you did with the plane, you can also do it with a 3D object. You can make particles inherent the colors from a 3D object, just like a plane. The texture on a 3D object, and then in the end if you use conserve cleverly, the particles will be in the same shape that the 3D object is. So, I have mapped the same texture on this guy and in my Window, my Relationship Editors > Dynamic Relationships. You can see if I pick my particle2 again, under Emitters, I now have it emitting from emit3dPart21, which is this guy's surface emitter. And particle1, I have him emitting from this emitter, which is also him.
So I have two surface emitters that are of this guy's shape and they are emitting the same particles that they were emitting before. If I go and check those particles emitters right here, I will see that once again I have done Particle Color : Inherit Color and it's on this file right here, and the same one. So everything is once again using this flower file, which is why this guy has this flower file on top of him. And I did change the emitter rates on the particles when they are coming out of the emitters.
To make it even simpler one of the particles I have them on Conserve : 0 the whole time and that will be particle2, it's on Conserve : 0 the whole entire time. So particle2 isn't flying anywhere and you'll see what I mean. It's just sticking to the shape. I am going to take him and I am going to turn his Visibility off, there we go. So we have nothing showing up there and now let's run the scene and see what happens.
And there we have our particle2 with Conserve at 0. They are not going anywhere, they are just sticking to the emitter that they are coming out of. Particles were blocking it as they are going along. And then we have our little particle shape at the end, where the particles are stopping being emitted. And I am going to stick with this one guy here. So you can see the particles have taken the shape of the 3D object and there they are. So whatever 3D object you made, they would be in that shape. And they would be inheriting the color that you had on the texture on that shape. And you can go around it, etcetera. And you have your 3D guy.
You can do fast render of it. Now, where is my render window? Oh, that's my Hypershade. Window > Rendering Editors > Render View. There it is in the corner and there it is. So you can animate around them, whatever. So, I just thought you would like to be open to possibility that you could also do this on 3D forms as well.
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