This example shows you how to create realistic looking nCloth confetti that collides with objects and forces in its scene as well as itself. 
Create Confetti
To create the confetti
- Select   
.  
- In the Polygon Plane Options window, select Edit > Reset Settings. 
 
- Set the plane options as follows: 
- Width: 10 
 
- Height: 10 
 
- Width divisions: 30 
 
- Height divisions: 30 
 
  
- Click Create. 
Maya creates a plane centered at the origin. 
 
  
- In the Polygons menu set, select Edit Mesh > Detach. 
The plane will become separated such that each face becomes a new plane. 
  
- Select all the planes. 
 
- In the FX menu set, select . 
 
- In the Attribute Editor, change the name of the nCloth to “Confetti.” 
 
- In the Collisions section, turn Self Collide off. 
 
- In the Dynamic Properties section, adjust the settings as follows: 
- Stretch Resistance: 2 
 
- Compression Resistance: 2 
 
- Bend Resistance: 0 
 
- Mass: 0.2 
 
- Tangential Drag: 0.5 
 
  
- Playback the nCloth simulation. 
The cloth falls uniformly. To change this, you need to add turbulence. 
  
 
Enhance the way the confetti falls
To add turbulence to the nCloth
- Go to the beginning of the playback range. 
 
- Select the Confetti plane. 
 
- In the FX menu set select  
. The Turbulence Options window appears. 
  
- Set the Turbulence options as follows: 
- Magnitude: 1 
 
- Attenuation: 0 
 
- Frequency: 8 
 
  
- Click Create. 
 
- Set the End Time of the playback range to 100. 
 
- Playback the simulation. 
 
The simulation plays back more realistically, but also very slowly. 
To improve the speed of the simulation
- Select the Confetti nCloth and open the Attribute Editor. 
 
- In the nucleus1 tab set the Space Scale attribute to 0.1. 
Maya has been treating the nCloth as a 10x10 meters object according the default dynamics settings. By setting the space scale to 0.1 the plane is now 1 meter square in terms of dynamics. This makes it simulate much faster. 
  
You should now add the ground plane and some color. 
To add a ground plane to the simulation
- Select the Confetti nCloth. 
 
- In the Channel Box, set TranslateY to 30. 
 
- In the Attribute Editor, select the nucleus1 tab. 
 
- In the section Ground Plane, activate Use Plane. 
 
 
Color the confetti
To add color to the confetti
-   
-click the nCloth and select Assign New Material from the pop-up menu that appears. The Assign New Material window appears. 
  
- In the right panel of the Assign New Material window, click
.  
- In the Attribute Editor, select the rampShader1 tab. 
 
- In the Color section, select the checkered box next to Selected Color. 
The Create Render Node window appears. 
  
- Select Ramp. 
 
- Change to Shaded and Textured mode (hotkey: 6). 
 
- Playback the simulation. 
 
 
The confetti now glitters and falls as real confetti would. Now that you have a base simulation for your effect, you can perform a number of optional steps to enhance the simulation. 
 
Customize the shape of confetti (optional)
You can create circular confetti using a very similar procedure. 
To create circular confetti
-   
-click the Confetti nCloth and select Material Attributes. The Attribute Editor opens with the rampShader1 tab selected. 
  
- In the Transparency section, select the checkered box next to Selected Color. 
The Create Render Node window appears. 
  
- In the right panel of the Create Render Node window, click 
.  
- In the Attribute Editor, under Ramp Attributes set Type to Circular Ramp. 
 
- In the Ramp Attributes editor, click the box with an x at the center of the color ramp to eliminate the green marker. 
 
- Select the small red circle at the bottom left of the color ramp. The colored box next to Selected Color should change. 
 
- Click the colored box next to Selected Color. 
The Color Chooser that appears. 
  
- Select the color black and move your mouse off the Color Chooser to close it. 
 
- Under Ramp Attributes, set Selected Position to 0.45. 
 
- Select the small blue circle at the top left of the color ramp. 
The colored box next to Selected Color should change. 
  
- Click the colored box next to Selected Color 
The Color Chooser appears. 
  
- Select the color white and move your mouse off the Color Chooser to close it. 
 
- Under Ramp Attributes, set Selected Position to 0.5. 
 
- In the place2dTexture1 tab, under 2d Texture Placement Attributes set Repeat UV to 30, 30. 
 
Now when you render the simulation the confetti appears as circles instead of squares. 
Note: 
The confetti appears as circles only when rendered. The confetti appears as squares in the scene view. You may need to change to Wireframe mode (hotkey: 4) to see the confetti. 
 
 
nCloth Streamers
You can use this procedure to generate streamers as well. 
To create streamers
- Select File > New Scene. 
 
- Select  
. The Polygon Plane Options window appears. 
  
- Select Edit > Reset Settings. 
 
- Set the plane options as follows: 
- Width: 10 
 
- Height: 10 
 
- Width divisions: 30 
 
- Height divisions: 3 
 
  
- Click Create. 
Maya creates a plane centered at the origin. 
 
  
- In the Polygons menu set, select Edit Mesh > Detach. 
The plane separates such that each face becomes a piece of confetti. 
  
- Select the plane and select . 
Maya adds a number of divisions to the plane. These are used to allow the streamers to swirl and bend. 
  
- In the Attribute Editor, select the polySubdFace1 tab. 
 
- Set the following attributes: 
- Subdivision Method: Linear 
 
- Divisions UV: 1, 8 
 
 
  
- In the FX menu set select . 
 
- In the Attribute Editor, change the nCloth’s name to “Streamers” and adjust the nCloth’s attribute values as follows: 
- Self Collide: Off 
 
- Mass: 0.2 
 
- Tangential Drag: 0.5 
 
- Stretch Resistance: 2 
 
- Compression Resistance: 2 
 
- Bend Resistance: 0 
 
  
At this point you can add turbulence, color, and a ground plane exactly as you did for the confetti.