Works with the Nucleus solver which is the same used for nCloth. It can collide and interact with other nParticle objects and nCloth if they are assigned to the same Nucleus solver. nConstraints are used with nParticles.
Differences between nParticles and Particles:
Fill object, Self colliding (particles colliding with other particles, built in Nucleus wind and gravity, nConstraints, liquid simulations, converting particles to polygon meshes, force fields to attract or repel other particles or nCloth, nCache to save the simulation data.
To create nParticles:
Preset types of particles have attributes set already but you can change them later.
Four methods of creating nParticles:
- Use the nParticle Tool
- Create an nParticle emitter
- Emit nParticles from an object
- Fill an object with nParticles
Fill an object is new to nParticles. You must have a polygon mesh to fill first.
You must first convert the polygon object to a Passive Collision Object:
Select the object then - nMesh > Create Passive Collider
To fill the object: nParticles - Select the mesh and Create nParticles - Fill Object Obtions
The option window lets you define parameters of the fill.
Solver - can have a different solver for each simulation
Resolution - the number of particlesand size of the particles to fill the object - small number = less& big particles
Fill Bounds Min X, Max X, Y, Z - setshow close to the edge of the object they fill it
Particle Density - size of nParticles and how loosely or tightly packed they are
Close Packing - ON = particles are packed like a honeycomb - OFF = packed in even rows
Double Walled - ON = only used with double walled geometry
Particle Fill - fills it up with the particles
Each simulation solver should only contain the elements that interact with each other.
To select which solver to assign the elements to:
1. Select the nParticles
2. nDynamics menu set - nSolver - Assign Solver
3. From the solver list select the solver you want
To create a new solver:
1. After selecting Assign Solver you can choose New Solver from the solver list
nParticles vs Particles
1. There are a number of presets associated with the particle types.
2. Uses a different (better) algorithm to solve the math in the simulation.
3. nParticles can be created in the same way as regular particles but the Attribute Editor will be different. In many ways it is much more intuitive in how you change parameters.
Some nParticle attributes act the same as Particles:
• Per Particle (Array)
BUT it has already added Radius, Opacity, Color and Incandescence attributes so you don't need to
• create and edit goals -
But you may need to turn ON - in Dynamic Properties: Ignore Solver Wind and Ignore Solver Gravity
• Instancing Geometry
• Particle Collision Event Editor
• Connecting Fields, Emitters, and Collision objects
• Duplicating Particles
* Assigning image sequences to sprites
Some nParticle attributes are different from Particles:
nParticles uses a number of ramps to control attributes.
Understanding the scale ramp:
The ramp is associated with the lifespan of the particle when Radius Scale Input is set to Age - this means when they are born and when they die is important. The Lifespan attribute is referenced to find out how long they will live.
You can set different values at various points in their life by clicking on the ramp and moving the points up or down or back and forth.
Vertical = scale and horizontal = age.
This can also be set using the Selected Position and Selected Value
Interpolation - how the particle size blends between each position on the ramp.
Set Radius Scale Input - which attribute is used as the input attribute for the Radius Scale ramp.
Input Max - define the range of the Radius Scale ramp.
Radius Scale Randomize - to randomize the per-particle Radius
nParticles can collide with them self (self-colliding), other nParticles, nCloth or passive objects that are assigned to the same Nucleus solver.
1. Create nParticles and select them
2. In Attribute Editor - Collisions:
• Turn OFF or ON the Collide
• Turn OFF or ON the Self Collide
• Collide Strength - 1 = full strength, 0= collisions OFF, inbetween numbers effects the way they bounce off each other
• Collision Layers - you can set the collisions to a specific layer so it won't collide with things you do not want it to collide with
• Collide Width Scale - increases the thickness of the collision volume
• Self Collide Width Scale - increases the thickness of the collision volume
• Bounce - adjust the rebound
• Friction - adjust the resistance to the bounce
• Stickiness - adjust the tendency to stik to other Nucleus objects (nParticles, nCoth)
Behavior in relationship to Nucleus forces
• Forces in World - ON or OFF = ignore all forces
• Ignore Solver Wind or Gravity - there is a built in Nucleus Wind and Gravity and it is attached to the nParticles by default
Local Force - like gravity - set the X Y Z
Local Wind - XYZ
Dynamic Weight - how effected they will be
Conserve - how it maintains it current motion (or not)
Drag - force opposed to the motion
Damp - a restraint to the motion
Mass - set for all (to change over time or based on other attributes use the ramp)
Mass Scale Ramp
This acts the same as the Particle Size ramp but note that the Mass Scale Input is not receiving input from any other source. If you set Mass Scale Input to Radius for example then the big particles will have greater mass and the smaller ones less.
Force Field Generation
Seelect the nParticle that you want to emit the force field
Turn it on by selecting one of the following:
ThicknessRelative: Generates a Point Force Field that is relative to the radius of the nParticle object.
World Space: Generates a Point Force Field that is relative to world space.
Adjust Point Field Magnitude
Adjust Point Field Distance
Point Field Scale
Having attributes effect the amount of magnitude
Point Field Dropoff
You can use the Point Field Dropoff ramp to specify how much the Point Field Magnitude drops off