2009

Table Of Contents
This creates a series of files named Emit.0001, Emit.0002, and so on,
through Emit.0075. These files are the rendered frames 1 through 75.
Maya puts the files in your current projects images directory.
5 To play the hardware-rendered sequence, select Flipbooks > Emit.1-75.
6 Close the FCheck image viewing window when you are finished
examining the animation.
Beyond the lesson
In this lesson you were introduced to a few of the basic concepts when using
particles. You learned how to:
Create particles from a source object called an emitter.
When you create any type of emitter, a particle object is also automatically
created and connected to it. Emitters can be points (CVs, vertices), surfaces
(NURBS, polygons), curves (NURBS curves) or volumes (spheres, cylinders).
Control particles using fields, and volume objects.
With volume axis fields, you can funnel or swirl particles within the
boundaries of common volumetric shapes. Although this lesson showed
how to use a pair of volume axis fields to control the motion of particles,
Maya has several other types of fields such as Gravity and Turbulence for
simulating natural phenomena. You can use the fields to animate the
motion of curves and surfaces in addition to particles.
Change the color of particles using a ramp texture.
You can also change ramp colors by editing other ramp attributes, such as
Noise and Noise Frequency. To do so, right-click the attribute box for rgbPP,
then select arrayMapper1.outColorPP > Edit Ramp. See the Maya Help for
details on ramp attributes. You can also control other particle attributes
with ramps; for example, opacity. See the Maya Help for more information.
Render particles using the hardware renderer.
The majority of particle rendering types are visible only when using the
hardware render. Software rendering does not display them. However, if
you use a particle render type of Blobby Surface, Cloud, or Tube, you must
render the particles using the software renderer as hardware rendering does
not display those types.
If you create a scene that includes both particles and geometric surfaces,
you may need to render the scene twice, once with hardware rendering
Beyond the lesson | 493