Randomly Sized Particles

-create particles, particle render type to spheres or clouds

-choose General under Add Dynamic Attributes

-select Particle tab, radiusPP, OK

-rclick PerParticle(array), radiusPP, and select Create Expression, enter...

radiusPP=.1+.5*rand(1);

Bigger Particles Fall Faster

(first use the randomly sized particles, to the left)

-rclick Per Particle(array) Attributes, acceleration field, and select Runtime Expression, and enter...

acceleration=10*<<0,-

particleShape1.radiusPP,0>>;

-if you created gravity already, disconnect it from the Dynamin Relationships Editor.

-to enhance further, you can adjust the script to..(one line usually)

acceleration=10*<<0, -particleShape1.radiusPP-.34,0>>;

obviously the script won't work if your particle is not named: particleShape1.

Particle Looping

to make perfect looping particle effects (for mapped 2D card replacements or seamless repeating rhythmic effects)

-select you paricles on the last frame of the sequence you want to loop

-in Dynamics, choose Solvers, Initial State, Set for Selected

 

Heavier Particles Hit Floor

(continuing the example above)

-create a NURBS plane for them to hit, for a test.

-select both particles and plane and...Particles>Make Collide

-go to Dynamic Relationships to see the connection of collision) select Particle1, and in right column, click on SELECTION MODES, Collision.... nurbsPlaneShape1 will be listed and hilighted (highlited means it is set for collision)

-raise the emitter so particles hit floor properly

-to change the behavior of the collision, select nurbsPlane1, and in Attribute Editor, adjust the resilience that influences the bounce, and the friction.

 

 

Kill Particles Below a Certain Height

(like bubbles, water, or anything that dissapears on impact)

-go to Lifespan Attributes for selected particle, select lifespanPP (Lifespan Mode)

-select Runtime Expression, add these lines (to the existing code you wrote in the examples above)

$pos=particleShape1.position;

if ($pos.y<0)

particleShape1.lifespanPP=0;

-be sure to keep emitter palced above 0 in Y, because they are programmed to die below 0, of course.

SWARMING BUGS

SwarmBugs.mb

-create Emitter, Option Box

-change to Omni, Speed to 0, Max Distance to1

-play for 30-40 frames, some particles are not moving, we need to freeze these particles and disconnet the emission.

-select particle1, then Solvers, Initial State, Set for Selected, then in the Dynamic Relationship Editor disconnect the emission...do this by selecting particle1, then, on top right, select emittersand click on emitter1 so it becomes unhilighted.

-now when you rewind and play scene again, the particles are idle

-Now, select particle1 and then make a Newton Field. select particle1 and newtonField1 and choose Fields>Source of Field. Now the filed will be attracted to each individual particle.

-in the newtonField1 Attribute Editor, select Apply Per Vertex under Special Effects, set the magnitude to 0.1, and the Attenuation to 0.0

-Lastly make sure that Max Distance is unchecked

PARTICLE EMITs A TRAIL OF PARTICLES

ParticleTrail.mb

(use the SWARMING BUGS in the previous tip to begin with)

-select particle1, choose Particles>Emit from Object option

-specify an Omni Emiiter Type and press Create

-select emitter2 that we just created and set the Speed to 0.1 (under Attribute Editor, Basic Emission Speed Attributes.

-choose particle2 and set Lifespan Mode to constant and Lifespan Value to 0.3 (Attribute Editor)

-go to Dynamic Attributes section, select Opacity, and choose Per Particle Attribute. rclick opacityPP (under Per Particle (Array) Attributes, choosing Create Ramp

-rclick again in this field and select Edit Array Mapper, change Max Value from 1 to .2, Now change focus to the particleShape2 main attributes, and under Render Attributes hit Current Render Type, and change the point size to 1.

experiement with this for preference, try different lifespans or add color with Add Dynamic Attributes, Color, Add Per Object Attrubutes..

TWO TURBULANCE FIELDS BATTLE

TwoTurbFields.mb

(rich and sublte effects by using two turbulance fields interacting,)

GOOD FOR: sand blowing off an object by whipping wind, trails of smoke, gas, dust, steam wind whipped or disturbed by a propeller/helicopter. or for just surreal, abstract uses..

-create an emitter, emitting a steady stream of particles. A Directional type with a spread of 0.3 is best.

-then, put two turbulance fields on particles, give them the same settings, except for slightly different frequencies and magnitudes. But put their magnitude quite high, up to 90-100 perhaps. and frequncies to low, aroun 1-5. The turbulance fields should be right on top of the emitter.

-put opposites expressions in the Phase Field Attributes. find Turbulance Filed Attibutes, of each, and rlick in the PhaseY field, choose Create New Expression, and write....

phaseY=time*3.3 in once turbulance field

phaseY=time*-3.3 in the other

This will cause the fields to interact and give you cool motion that you otherwise could not get with a single field!

try different setting, diff values in the expression. Your resluts may vary. (see maya file example at top)