Lets get take a look to that scene. We have a sphere with dynamics applied to it, a circle emitter, and a gravity What we want to see how the ball is raised by the water gush, and how particle force affect it Particle force is a property of the object and you will find it at Object´s Particle Interaction tab.
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If you want to wet an object, it should have its UVs setup from your 3D package before being imported into RealFlow. This is a MUST. We have created this simple object wich has its UVs set to work.
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So model simple spaceship, you can also apply materials and textures to it.
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So now select second wall and cube and do mesh/Booleans/difference
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So the first thing we have is Particle name...Hmm pretty much self explaining, althrough most of time you won't input name..Not necessery..
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This tutorial will teach you how to manipulate the flow of particles from a shower head into a tub as particles collide with the surface of the tub in a water-like motion. We will use 'Particles' which are commonly used to create visual effects such as smoke, water, fire and various types of explosions similar to those that could be seen in the movies.
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Attributes related to speed which particles do have by default are velocity and acceleration. It is important to understand these for they can cause confusion for those new to this terminology. Everyone knows what speed is... we are reminded to be aware of it whenever we get in a car. Speed is a 'float' number which tells us how fast we are moving. Velocity and acceleration, however, are 'vectors', which not only tell us magnitude but also direction. A velocity of <<0,10,0>> tells us that a particle is moving in the positive Y direction with a speed of 10 units per second. An acceleration of <<0,10,0>> tells us that a particle is speeding up in the positive Y direction. Thus when trying to determine a particle's speed, our focus is on the velocity, not the acceleration.
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First go to create/CV curve tool.
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October 18, 2001 - Updates 1- For those of you that have updated to Maya 4 or have some problems with big radius clouds, make sure you disconnect the default Lambert shader from the Particle Cloud Shading Group, or make the default Lambert completely transparent.
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Over view of The particle Effect Workflow:
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The problem is that the enormous versatility of particle systems is also their undoing. Faced with a bewildering array of controls, drop-downs and parameters, many artists simply opt for the default settings. The result is either one of the tell-tale signs of CG animation – sparks that seem to move in slow motion, synthetic-looking flames, and smoke that fails to respond to the prevailing wind – or flames that take days to render. Yet all that is often needed to transform such problem systems into flexible, fast-rendering effects is a few simple parameter tweaks.
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The question was recently posted on the Alias listserv about how one might simulate bounced laser light in a Maya scene. This seemed a great place to use particles to simulate the bouncing of light (or particles) off of various reflective surfaces at various angles. Here is a simple scene which you can use as a starting point for more intensive investigation. Tested under v6.0.1.
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Such effects require the ability to specifically determine particle emission at certain UV coordinates of the surfaces. This can be accomplished in a couple of ways: easy and involved. The involved technique requires us to use rigid body collisions, where the Rigid Solver has Contact Data turned on. This attribute allows some 'read-only' attributes to be accessible on the rigid body, such as 'contactCount' and 'contactPosition'. We could then query these attributes and use them with the 'emit' mel command to determine particle creation. But for those who prefer to avoid expressions, we are going to discuss a much simpler method using Softbodies.
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Attributes related to speed which particles do have by default are velocity and acceleration. It is important to understand these for they can cause confusion for those new to this terminology. Everyone knows what speed is... we are reminded to be aware of it whenever we get in a car. Speed is a 'float' number which tells us how fast we are moving. Velocity and acceleration, however, are 'vectors', which not only tell us magnitude but also direction. A velocity of <<0,10,0>> tells us that a particle is moving in the positive Y direction with a speed of 10 units per second. An acceleration of <<0,10,0>> tells us that a particle is speeding up in the positive Y direction. Thus when trying to determine a particle's speed, our focus is on the velocity, not the acceleration.
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