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Maya 8
The Complete Reference
Per Particle Attributes
Another section in the particle shape node s Attribute Editor is called the Per Particle (Array) Attributes While the other attributes in the other folders contain attributes that control the appearance or behavior of the particle group as a whole, per particle attributes are capable of controlling the appearance or behavior of individual particles Depending on the attribute chosen, per particle attributes can be controlled by an expression, a ramp texture, through the Component Editor, or by all three To determine what kind of controls can be used for one of the per particle attributes, right-click in one of the pink fields in the Per Particle (Array) Attributes section of the Attribute Editor The marking menu displays which control technique can be used
N OTE
Much of the information on particle expressions is beyond the scope
of this book It is important that you read Maya s Using Expressions manual, specifically the section on particle expressions, to get a complete foundation for using this technique
Using Expressions
Let s edit one of these attributes with an expression Here, we look at some examples in which using an expression is relatively simple For instance, we can write a simple expression to control the lifespan of the particles instead of using the attributes in the Lifespan Attributes section of the particleShape1 node
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Create an emitter with the default settings Use the Outliner to select the particle node (particle1), not the emitter In the Attribute Editor, set the Lifespan Mode attribute in the Lifespan Attributes section of the particleShape1 node to LifespanPP Only This forces the particles to derive their lifespan value from the Per Particle (Array) Attributes section Scroll down in the Attribute Editor to the Per Particle (Array) Attributes area, as shown in this illustration Right-click in the pink field next to lifespanPP and choose Creation Expression This opens the Expression Editor In the Expression Editor, the name of the particle node and attribute that is selected
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Particles and Fields
appears in the Selected Obj and Attr fields Either retype or cut and paste this name into the Expression field in the white space at the bottom of the Expression Editor Then continue writing the expression control with a random function Your expression should look like this: particleShape1lifespanPP=rand(5,8);
Click the Create button in the Expression Editor to create the expression Click Play to see the result The particles are created with a random lifespan between values of 5 and 8 seconds
Using Ramp Textures to Control Particle Behaviors
Another technique used to control per particle attributes is the use of a Ramp texture For this example, we ll use a Ramp texture to control the color of particles over their lifespan If you look down the list of available per particle attributes, you won t see any attribute to control color This is because color is another one of those dynamic attributes that needs to be loaded
Click the Color button in the particle node s Attribute Editor A window appears that allows you to specify whether this dynamic attribute controls the entire particle group or on a per particle basis Choose Per Particle Attribute and click the Add Attribute button A new attribute will be created in the Per Particle (Array) Attributes section called rgbPP Right-click in the pink field next to rgbPP in the Per Particle (Array) Attributes section and choose Create Ramp The rgbPP field will now show <-arrayMapper1outColor Choose <-arrayMapper1outColor | Edit Ramp from the marking menu The ramp Node Editor appears in the Attribute Editor This allows you to control the color of the particles over the course of their lifespan The color at the bottom of the ramp indicates what color the particles will be at the beginning of their lifespan, and the color at the top shows what color they will be at the end of their lifespan Add another color to the ramp by clicking inside the ramp display Another color marker is added to the left of the ramp, as shown in this illustration You can change
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