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If you play back the animation, you ll notice that the Turbulence field is affecting the particles in large chunks To make this area a bit finer, you need to turn up the Frequency attribute A higher frequency makes the turbulence occur more times over the given space and therefore creates very fine irregularities for the particles to travel through A value of about 8 works well in this setup Animate the Turbulence field s Phase Y attribute with a simple expression that creates 10 cycles over the time range with an amplitude of 20 units In the Attribute Editor, right-click the Phase Y attribute and choose Create New Expression from the marking menu In the Expressions Editor, enter the following into the text field and click the Create button: turbulenceField1phaseY=20*sin(10*time); The result is shown in this illustration:
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Edit the Particle Attributes
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Everything we have done so far in this exercise has used the default particle rendering type, points Points are a great way to begin setting up a particle system because they don t require too much power from your video processing unit For the sake of performance,
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it is always good to start with this type, set up any particle interaction, and then go on to change the particle display type In this section, we will edit the particle attributes for the smoke trails This is where we ll replace the particle point display with something that resembles smoke We ll leave the actual particle debris node alone for now, as we are going to use a different process to change its display type This will be addressed in the next section
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Select the particle_trail node object and view its attributes in the Attribute Editor We ll begin by editing the Lifespan attributes Scroll down the Attribute Editor to the Lifespan Attributes folder Set the Lifespan Mode attribute to Random Range The two fields below this become active Set Lifespan to 12 and Lifespan Random to 07 When you play back the animation, the newly emitted particles will die between 19 and 05 seconds To change the particle display type, scroll down to the Render Attributes folder and set the Particle Render Type attribute to Cloud [s/w] This changes the render type to clouds (The [s/w] indicates that this rendering type needs to use the Maya software renderer instead of the hardware render buffer that most of the other display types require) Click the Current Render Type button to add the dynamic attributes for this rendering type Three fields will appear in the space below this button If you click Play now, the particles will be much too big Set the Radius to a small value 002 is a good place to start If you play it back now, the radius is much closer to where it should be However, the radius should increase as the smoke dissipates To take care of that, we will edit some attributes that allow us to set behaviors per individual particle
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Scroll down to the Per Particle (Array) Attributes folder in the Attribute Editor By default, no attribute controls the radius Therefore, you need to add a dynamic attribute In the Add Dynamic Attribute folder, click the General button This opens the Add Attribute window Select the Particle tab, scroll down the list, and find the radiusPP attribute, shown in the illustration Select it and click the OK button The radiusPP attribute now appears in the list of Per Particle Attributes
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We will use a ramp to control the radius per particle This ramp is based on the lifespan of the particles This means that the radius will have a value set by the ramp value at the bottom of the ramp when a particle is born and will end with the value at the top of the ramp To add the ramp, right-click in the radiusPP field and choose Create Ramp
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