Generate nParticle mesh per-vertex data for shading

You can generate per-vertex shading data for color, incandescence, and opacity when you convert an nParticles object to an output mesh. The output mesh per-vertex data is color set data that can be applied to the mesh like any other color set data for texturing and shading.

Maya derives the per-vertex shading data from the nParticle object's per-particle color, opacity, and incandescence values. This means that you must set an internal Color, Opacity, or Incandescence internal ramp or have an expression that generates these per-particle Color, Opacity, or Incandescence values.

  1. Select the nParticle object.
  2. In Shading section of the nParticleShape node Attribute Editor, ensure that the internal per-particle ramps are set to the desired input, such as Age.
  3. In the Output Mesh section, turn on the Per Vertex option for the data you want to generate. For example, to generate color per-vertex data, turn on Color Per Vertex.
  4. If your nParticle object emits from a surface, do the following:
    • Select the emitter node.
    • In the Texture Emission Attributes section of the emitter node Attribute Editor, turn on Inherit Color or Inherit Opacity.
  5. When you convert you nParticle object to an output mesh, the per-vertex shading data can be used as a color set on the mesh. See Edit nParticle mesh color sets