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from the marking menu To edit the ramp, right-click again in that field and choose <-arrayMapper1outValuePP | Edit Ramp from the marking menu The Attribute Editor will load the Ramp Editor
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The default ramp is created, white at the bottom and black at the top Because we want the radius to be small when it is born and largest when it dies, we want black, the small value, to be at the bottom and white, the larger value, to be at the top Make this happen by clicking the black circle at the top on the left side of the ramp and pulling it down to the bottom Then grab the white circle and move it to the top Delete the gray color in the middle by clicking the box on the right side The ramp should look like this If you play back the animation, you will notice that the radius is being scaled from 0 to 1 As we determined in Step 3, a value of 1 is much too large and this range is too wide We can edit this range by editing the Array Mapper node Select the particle_trail object and look at the Attribute Editor Right-click in the radiusPP attribute field and select Edit Array Mapper This displays the ramp s Array Mapper node in the Attribute Editor Here you can set the minimum and maximum values for the ramp Enter 002 as the Min Value and 02 as the Max Value Play back the animation to see the result The particles should get bigger as they near the end of their lifespan so that they look like this illustration:
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When using the regular hardware rendered particles, attributes such as Color and Opacity can be set in the particle attributes on a per object or per particle basis This means that you could create an opacityPP attribute and then control it with an expression or a ramp However, when dealing with software rendered particles, these attributes do not have any direct effect on the rendered particles While these attributes can be connected to a material through the use of a
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particle sampler info node, it is much simpler to control these attributes Color, Transparency, and Incandescence with a ramp through the particle cloud s Life attributes Whenever a particle group is created, it is connected to two of Maya s default materials the Lambert material and the particle cloud Depending on the Particle Render Type attribute, Maya uses the hardware render attributes as specified in the particle shape node s attributes, the Lambert material for blobby particles, or the particle cloud for the cloud rendering type In this section, we create a new particle cloud material, assign it to the particle group, and then edit some of its attributes to make it look like fire and smoke:
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Open the Hypershade window (Windows | Rendering Editors | Hypershade) or use the Hypershade/Perspective layout, accessible by choosing Panels | Saved Layouts | Hypershade/Perspective or by clicking the Hypershade button in the toolbar Create a new particle cloud material This can be found in the Create Materials menu under the Volumetric folder Name this material mSmoke Apply it to the particle_trail node With the mSmoke material selected and its attributes shown in the Attribute Editor, notice the attributes called Life Color, Life Transparency, and Life Incandescence, as well as the regular Color, Transparency, and Incandescence attributes Using these Life attributes will allow for the control of these particular attributes over the lifespan of the particles This workflow is similar to editing the per particle attributes for the color, opacity, and incandescence in the particle node s attributes Begin by editing the Life Color attribute Click the Map button next to the Life Color attribute and select Ramp Texture from the Create Rendering Node window Edit the ramp so that it cycles through four different colors The color at the bottom of the ramp is the color that the particles will be at birth Make this white by clicking the color chip next to Selected Color and editing the color in the Color Chooser Click Apply Move the next color key down so that only a hair of the white shows through It should be at a position of about 0015 Make this second color a bright orange The third color should be a bright yellow Set its
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