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FIGURE 22-2 Particles are sketched onto a live surface
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The third way to create particles with this tool is to use the particle grid This does just what you might imagine it creates a 2D or 3D grid of evenly spaced particles Basically, the grid is created by placing the points that define opposite corners in each direction This can be done interactively by clicking in the view window or by choosing the With Text Fields option and entering the grid dimensions in the Particle Tool Settings window A particle grid is a fast way to create a large body of particles into one node Here s how it s done:
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Clear the scene or start a new scene, and this time check Create Particle Grid in the Particle Tool Settings window To create a 2D particle grid, click once in the view window to place one corner and click again at another spot to define the opposite corner Press ENTER (RETURN) to close the tool and complete the grid The Particle Spacing attribute in the Particle Tool Settings window controls the density of the grid Increase this value just a bit, and create another grid to see how it looks But be careful! Creating a grid that is too dense can really slow down your computer It is best to increase the Particle Spacing attribute in small increments Delete any particle nodes in the scene to make way for a 3D particle grid To define all of the corners interactively, you need to work between multiple view windows that display different view planes Use the default Four View view
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In the Perspective view, click to place the corners that define the base of the grid Switch to the Side view or Front view Press the HOME (INSERT) key and drag one of the points up or down Press ENTER (RETURN) and a grid will be created Figure 22-3 shows a particle grid
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FIGURE 22-3 The base of a 3D particle grid is defined in the Perspective view (left) and the height of the grid is defined in the Side view (right)
Emitters
You can also create particles through emitters, which shoot particles away from the emitting point Without any fields to control their behavior (see the Fields section later in this chapter for more information), these particles will continue along their path at the speed at which they were emitted The way that these particles are emitted is determined by the emitter s emission Type attribute The rate at which they are emitted is controlled by the emitter s Rate attribute A whole slew of other attributes can be set for emitters We will address the basic attributes in this section and introduce others throughout this chapter as we work through some more complex examples
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To create an emitter, choose Particles | Create Emitter By default, an omni emitter is created When you create an emitter, a particle node is also created with connections to the emitter It is important to distinguish which nodes control which attributes for the desired behavior If you wish to edit the way particles are being emitted, such as the emission rate or speed, you edit the emitter attributes in the Attribute Editor or the Channel Box If you want to edit the actual behavior of the particles after they ve been emitted, such as their color or lifespan, edit the particle node s attributes If you examine the connections to this emitter network in the Hypergraph, you will also notice that both of these nodes are connected to a time node As you might imagine, this is due to the fact that the emitter creates particles at a rate based on time If you click the Play button in the Time Slider, the particles will emit over the period of time specified by the range At the end of the range, playback will return to the beginning and the emission will return to its initial state As you experiment with particles and emitters, it might be best to set the time range to 500 frames This will give you time to study the behavior of the emitters and particles as you adjust attributes Another important thing to mention when dealing with any type of dynamic simulation in Maya is that the playback speed in the Timeline preferences (Window | Settings/Preferences | Timeline) needs to be set to Play Every Frame This is because Maya calculates the position of the particles based on their position in the previous frame If any frames are dropped to maintain the realtime performance, the position of the particles will be inaccurate If you d like to get an idea of how the particles are animating in real time, using Playblast can be very helpful
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