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
- In the scene view, select the polygon mesh you want to fill with nParticles.
- 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.
- In the FX menu set, select nParticles > Create Options, and then select an nParticle type. For information about each nParticle type, see nParticles menu.
- To fill your passive collision object or nCloth object with nParticles, select nParticles > Fill Object.
See Particle Fill Options.
- 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.