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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've basically used the same smoke particles again, but I have them emitting from a different emitter, kind of a little sphere at the back of this rocket that's parented to this kind of rocket type shape thing here and I have used several particles. I have used these more fiery particles and then I've used a layer of smoke particles. So I'll show you how this has been setup. I'll go back here to the first frame. We'll go into our Outliner. You'll see a number of things. Okay, I have a sphere that's parented to my cylinder right there, its visibility is off, and we can turn its visibility on.
So where this cylinder goes, so goes my sphere. I'll turn its visibility off again. It's parented to the cylinder and the sphere is also an emitter3, right. And from emitter3 if I go into my Window, Relationship Editor, in my Dynamic Relationships, I can see my Smoke_particles all are coming out of emitter3. Also I have a particlefire coming out of emitter3. So this emitter is emitting my fire particles and my smoke particles apparently and particle1, I am not using it. Sometimes when you create service emitters, you'll create particles with them and if you don't want to use as particles in this scene, you merely uncheck them from any emitter here.
So as you can see this is traveling along nicely, like that. And once again, I can change my Velocity and Acceleration of these particles. So picking my particles, I can go into-- let's see. I've got a Velocity Expression that's on my Creation Expression right here and I've got to go in minus 2 because that's the X direction. The X-axis is minus in that direction. And I have a Runtime before dynamics. You'll see I have an Acceleration Expression that have 0,0,0 in it, so nothing is accelerating.
If I do want it to accelerate a bit on the Y go over time, I'll just put 1 there and I'll edit that. And I'll get a little bit of acceleration on the Y and I can do that and look at that go. And I can also go into my Window, my Relationship Editors, my Dynamic Relationships, and I can put some fields on it. Vortex and a Turbulence field on my particles. Let's see what's going on here.
And they will kind of affect my particles even more in terms of making them go in different directions. You can do a fast render of this and hopefully like I said, you have a faster machine. I do have a lot going on in this scene. And here we have it, so I have them going up like this. Also I have a directional light on in this scene as well, which is giving my particle some light differentiations on them. So in this scene you can see how you can have fun taking the same particles, putting them in different emitters, and changing their attributes about.
Also changing these with Velocity and Acceleration, as well as fields.
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