
(Note: Different grid setups may produce different results)ī- Create a NURBS plane with 10 U and 10 V patches and add a LATTICE to it with 5, 5, 5 divisions.Ĭ- Using the lattice, deform the plane to create a random basic platform on which the particles are going to seat.

I added some extra notes for beginners anywhere I found it helpful.Ī- Start a new scene and set up your scene grid to: I based the tutorial on a default Maya project. I added some possible variations to the main look and some Photoshop/AfterEffects compositing tips at the end of the document.
#PARTICLE MAYA 2016 TUTORIAL HOW TO#
The intent of my tutorial is to give users a basic approach on how to create realistic procedural clouds whitin Maya 3.0 using particle clouds,at affordable rendering times. I suggest that you use Ramp in shades of blue to black instead one color only.I have reposted here a VERY old cloud tutorial.Ĭreating Clouds in Maya using Particle Clouds.ġ- For those of you that have updated to Maya 4 or have some problems with big radius clouds, make sure you disconnect the default Lambert shader from the Particle Cloud Shading Group, or make the default Lambert completely transparent.Ģ-I added a mel script at the bottom to help you to automatically change the size of the particles depending on their distance from the camera. I used Blinn pale blue, and I set the Transparency to 60%. Choose both particle objects and in menu Dynamics> Fields> Gravity> options set the Magnitude to value 3.Īs a final step assign to both particle objects some material. So, to force drops falling down, we need to assign particles to the gravitational field. Select it and the Attribute Editor tab, set particleShape2 shape on the Streak and then click Current Render Type where to set the following values: Line Width 1 Normal Dir 2 Tail Fade -0.1, Tail Size 1 Then press button Create EventĪnd that created another object “particle 2”.

In the table select an object particle1 Type – Emit and Random # particles. Select the menu Dynamics> Particles> Particle Collision Event Editor. Now we have to set up the drop that after falling it will be splashed into several directions. This will ensure that the drops are not so much bouncy. Select with the left-mouse click object particle 1 and on the right in the attribute editor tab geoConnector1 set the Resilience to 0.3. Go to the menu Dynamics> Particles> Make Collide and thus create a collision object, ie the floor. Select first particles and Shift-select the plane. Then click Current Render Type and set the following values: Line Width 2, Normal Dir 2 Tail Fade -0.3, Tail Size 3 Now select the emitter RAIN and in table ParticleShape in sheet Render Attributes tab set the shape of the particles on the Streak. Model up your floor, on which the rain will fall.Ĭreate a particle emitter in menu Dynamics> Particles> Created Emitter (type Volume name DEST, Rate 100,000). Floor like a surface on which raindrops will fall and are scattered in all directions. For the whole scene we only need one particle emitter and the floor. It will take only a few steps to create the illusion of a total acceptable rain. This task in the beginning certainly sounds like a complicated thing, but the opposite is true.

Today, we stick with liquids and we will show you how to create using particles in Maya to create the rain. In the last tutorial we played with particle system and created the flowing lava.
