Fill objects with nParticles

Fill the volume of selected polygon objects with nParticles. This geometry must be converted to a passive collision object or an nCloth object to contain the nParticles.

To fill an object with nParticles

  1. In the scene view, select the polygon mesh you want to fill with nParticles.
  2. To convert the mesh to a passive collision object or nCloth object, in the FX menu, select one of the following options.
    • nCloth > Create Passive Collider
    • nCloth > Create nCloth

    For information about creating nCloth, see Create or remove nCloth.

  3. In the FX menu set, select nParticles > Create Options, and then select an nParticle type. For information about each nParticle type, see nParticles menu.
  4. To fill your passive collision object or nCloth object with nParticles, select nParticles > Fill Object.

    See Particle Fill Options.

  5. In the Particle Fill Options window, set the following:
    • If you want to attach the nParticle object you are creating to an existing Maya Nucleus solver, select the solver from the Solver drop-down list.

      If you want to create a new Maya Nucleus solver for the nParticle object you are creating, select Create New Solver from the Solver drop-down list.

    • Set the number of nParticles you want to use in the fill by adjusting Resolution.
    • Using the Fill Bounds controls, set the particle fill boundaries.
    • Use Particle Density to set the size of nParticles in the fill.
    • (Optional) Turn on Close Packing to set the packing arrangement of nParticles.
    • (Optional) Turn on Double Walled if you are filling a double walled geometry with nParticles.
    • Click Particle Fill.

      The selected geometry is filled with nParticles.