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Maya includes a small library of built-in effects that are accessible from the Effects menu in the Dynamics menu set Most of these effects have been programmed using complex expressions and custom attributes on particle systems to enable the user to control specific types of effects and particle behavior This can be a time-saver for the user who needs to use some of the more common effects but who does not have the time or knowledge of expressions to set this up
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The Fire effect adds a particle group, fields, ramps, expressions, and textures to the scene when it is created It uses the cloud rendering type; therefore you must use the software renderer to render the image By default, fire is set to emit from a surface, so a surface needs to be selected as well This setting can be changed by opening the command s options and editing the Emitter Type before creating the fire All of the attributes to control the look of the fire can be edited in the Extra Attributes folder of the particle shape node s Attribute Editor
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The Smoke effect uses a sequence of animated particle sprites to give the effect of smoke Sprites are image planes that always face the camera Textures are applied to these image planes and can be cycled through during the animation Maya includes a 50-frame smoke sequence in the Gifts directory in the same directory as the Maya application When you create smoke, you first need to go into the Smoke Options window (Effects | Smoke r) and specify the path to the image sequence in the Sprite Image Name You can use your own sequence of images here as well After you ve set up the path, you must choose an object as an emitter You can edit the rest of the smoke s attributes in the particle shape node s Extra Attributes section This type of rendering requires the Maya hardware renderer
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Fireworks
The Fireworks effect uses several custom attributes to control particles emitting from other particles to simulate a rocket, a rocket trail, and the fireworks explosion Fireworks create their own emitters and three different particle groups for the rocket, the burst, and the trail Because fireworks use the points and streak rendering types, they must be rendered with the Maya hardware renderer
Lightning
The Lightning effect creates a lightning bolt between any two transform nodes, as shown next It uses a series of expression-driven joints to deform a soft body curve used as the input to the path of an extruded surface To create lightning, you must first select two objects Once the lightning has been created, all of the attributes used to control the behavior and color can be edited in the lightning group node s Extra Attributes folder To get the full effect of the glow, the lightning must be rendered in the software renderer
Shatter
Shatter will duplicate and break up any type of geometry into polygonal pieces called shards These shards can be set up to any thickness or be completely solid This effect provides a quick way to break up an object into many pieces with a random, jagged edge This illustration shows a shattered sphere set to solid shatter after the pieces have been affected by gravity
Maya 8
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Curve/Surface Flow
Curve/Surface Flow creates an emitter and uses a picked curve or surface as a path along which the particles flow By default, the Curve Flow command places six locators along the curve The desired number of locators must be set in the command s Options window before the curve flow is created By scaling the circle at each locator, the Goal Offset value at that point is increased and the particle flow widens or narrows The position of the locators can be edited by selecting the parent Flow group and editing its locator position attributes The particle s Lifespan and Goal Weight and the emitter s Emission Rate are controlled under this group as well
Summary
At this point, you should have an idea of how to create particles and control them using fields, goals, and some simple expressions If fiddling with several dozen attributes to achieve a stock effect such as fire or lightning does not appeal to you, you can use the preset effects found in the Effects menu Either way, you ll agree that Maya s Dynamics toolset offers a high degree of flexibility One aspect not covered in this chapter is how to apply these kinds of dynamic controls directly to geometry In the next chapter, we discuss rigid and soft bodies, or the application of dynamic forces to control geometry
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