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.
- Select the nParticle object.
- 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.
- 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.
- 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.
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