Use emitters to generate moving or stationary particles in your simulations. You can use emitters to create smoke, fire, fireworks, rain, and similar objects.
You can set the emitter options to control the initial position, direction, quantity, and speed of the emitted particles. See Create Emitter Options. Before creating an emitter, select an nParticle type by selecting from the FX menu set. Creating any type of emitter adds three objects to the simulation: an emitter, nParticle object, and a Nucleus solver node. The nParticle object is automatically connected to the emitter.
You cannot add an emitter to an object if the emitter already has some other technique controlling its translate attributes. After you add an emitter to an object, you cannot control the emitter’s translate attributes with another technique such as an expression.
You can create a point emitter (directional and omni) to emit particles from any position in your scene.
A locator indicates the position of the emitter. You can select the emitter object and position it to emit particles anywhere in the scene.
You can emit particle from the surface of a selected polygon or NURBS object.
For details on emitting from entire surfaces evenly, see Emit nParticles evenly from NURBS surfaces.
Adding an emitter to components creates a set of components named for the emitter. You can change the components that emit by editing the set membership. Note that you cannot emit from components of an object in a referenced scene.
For example, you can make emitted particles use the attribute values of the emitting particles. You can also use the emit command in an expression to make particles emit at the point where particles die.
For detailed examples of the emit command, see the online MEL Command Reference.
Volume emitters emit nParticles from a closed volume. You can choose from cube, sphere, cylinder, cone, and torus.
The implicit shape of the volume emitter is displayed on the screen. You can move, rotate, scale, or shear the emitter.
To hide the shape of the volume emitter
Sometimes it’s easier to select the emitter in the Outliner. If you are emitting from an object rather than a position, the emitter is indented under the object’s name in the Outliner.