Specifies how images are assigned to the sprites. Select one of the following:
Each particle uses some fixed image throughout its lifetime.
Each particle displays a sequence of images in turn.
Selects the technique used to assign the initial sprite to each particle. Select one of the following:
Every particle uses the first image in the sequence.
The particle uses its particleId value to pick an image. If the particleId is greater than the number of images in the sequence, it starts over with the first image.
Each particle uses a random image from the sequence.
The particle uses its spriteNumPP value to select the image. You must set the spriteNumPP values by editing the particle creation expression. See Customize sprites using the nParticle Sprite Wizard.
Connects a ramp to the spriteNumRamp attribute of the particle object. The ramp determines the image selection. You can modify this ramp to determine which sprite receives each image.
Specifies how the images are cycled for each particle. Select one of the following:
Plays through the image sequence at an even speed.
Eases in and eases out the rate that the image sequence is played. The first and last images in the sequence will be used for longer times.
Plays through the image sequence at an even speed. When the end of the sequence is reached, it plays in reverse.
Eases in and eases out the rate that the image sequence is played. When the end of the sequence is reached, it plays in reverse.
The particle uses its spriteNumPP value to select the image. You must set the spriteNumPP values by editing the particle runtime expression. See Customize sprites using the nParticle Sprite Wizard.
Connects a ramp to the spriteNumRamp attribute of the particle object. The ramp determines the image selection. You can modify this ramp to determine which sprite receives each image.
Controls the length of each animation cycle. this is valid only if the Cycle only once during lifespan option is disabled.
Invert the meaning of the ramp’s values. Higher values use images closer to the start of the sequence.
The predefined vector array attributes are listed below:
Attribute | To add this attribute: |
---|---|
rgbPP (color) |
|
rampPosition, rampVelocity, or rampAcceleration |
No action necessary. A particle object has these attributes by default. |
goalOffset |
Attribute | To add this attribute: |
---|---|
opacityPP (opacity) |
|
radiusPP (radius of Blobby Surfaces, Clouds, or Spheres) |
|
emitterNameRatePP (emission rate of a point emitter) |
|
goalPP (goal weight) |
|
goalU and goalV (NURBS U and V position for goals) |
See Add dynamic attributes to nParticles |
mass |
No action necessary. A particle object has this attribute by default. |
spriteNumPP, spriteScaleXPP, spriteScaleYPP, and spriteTwistPP (filename extension, X-axis image scale, Y-axis image scale, and image rotation angle of Sprites) |
|
traceDepthPP (collision detection sensitivity) |
No attribute affects the ramp component. This is the default setting for Input U.
The particle object’s ageNormalized attribute. This attribute contains the particle’s age, normalized to values between 0 and 1 from birth to death. This is the default setting for Input V.
Maya normalizes only the particle’s age (ageNormalized) values from 0 to 1. All other attributes control the ramp component with their literal values. If the attribute exceeds the range 0 to 1, the values in the ramp repeat. For example, a value of 1.5 represents the same position in the ramp as a value of 0.5.
Creates a custom attribute that controls the ramp component. The attribute is named attributeUPP or attributeVPP, where attribute is the name of the attribute that appears in the menu. You can set this attribute with an expression, ramp, or the Component Editor.
Note that you can also select attributeUPP or attributeVPP from the Attribute Editor. Simply right-click the attribute box of the per particle attribute that’s connected to a ramp, slide the pointer to the arrow to the right, and select attributeUorVPP > arrayMapper2.outValuePP.
The Input U and Input V menus also lists all float array attributes in the particle object. You can select one of the listed attributes to control the ramp component.
Breaks the array mapper’s input to the particle shape. This menu item doesn’t delete the ramp node or array mapper. Use this menu item if you don’t want to remove the ramp when you break the connection.
Breaks the array mapper’s input to the particle shape by deleting the array mapper. The ramp will also be deleted if it has no other connections. Use this menu item if you no longer need the ramp in the scene.
Sets a limit on the number of particles the emitted particle object accepts from an emitter.
For example, if you set Max Count to 20, the particle object accepts new particles until it has 20 particles, then the emission turns off. If particles die and reduce the count below 20, more particles emit until the count reaches 20.
The default value of -1 means there is no limit.
Scales the number of emitted particles. You can enter a value between 0 and 1 to scale the emission rate between 0 and 100%. Scaling down the emission rate speeds scene play.
Gives the particles the texture’s transparency using the alpha information—Alpha Gain, Alpha Offset, and Contrast (if present). If you turn on Inherit Opacity, you can use the following attributes:
Uses the texture’s luminance rather than alpha information as the source of transparency.
Gives the particles a transparency opposite the texture’s transparency, whether from alpha or luminance.