For the summer scene I will create particle effects for floating pollen. This means that when watching the tutorial you will need to look for things that are mentioned because they may not be in the same area he is discussing.Įach season in my short has a corresponding particle effect. The tutorials were very easy to follow, the only set back is that it was made in 2011. The tutorial that I found was not specifically about creating weather scenes, but gave enough information that you could work with the skills taught. I found a great tutorial on, which will be listed below. I wanted to bring reality into a digital platform and to do so I needed to learn particle effects. To use Fill Object, the Emitter Type must be set to Surface.My weather cycle project is centered around the concept of the four seasons.
When on, fluid properties emit into the volume of selected geometry. Minimum distance at which new property values are created from emitter. Maximum distance at which new property values are created from emitter.
Use Distance is ignored by volume emitters, which do not use Min Distance and Max Distance, and by omni emitters, which always use Min Distance and Max Distance. You can now set Min Distance to 0 for surface and curve emitters. In previous versions of Maya, to use Min Distance and Max Distance with surface and curve emitters, Min Distance has to be set to a value other than 0. When on, emission distance is set using the Min Distance and Max Distance values for surface and curve emitters. Has no effect if Cycle Emission is set to None. Specifies the number of frames between restarts of the random number stream. However, oversampling does not affect the results. Note also that the Frame option resets at most once per frame. It does not reset the random number stream used by MEL, shaders, and so on. This only resets the random stream used by the emitter. Cycle Interval values greater than 1 can be used to generate cycles for games work. Setting “Cycle Emission” to Frame and Cycle Interval to 1 causes the random stream to restart every frame. Cycle EmissionĬycling emission restarts the random number stream after an interval in frames, specified by the Cycle Interval attribute. See Emit fluid properties with nParticles and Max Distance. When off, the fluid emission radius is determined by the fluid emitter's Max Distance value. When on, you can control the emission radius of the fluid based on the per-particle Radius value of the nParticle (or classic particle) that emits fluid. See Emit fluid properties with nParticles. When off, the fluid emission rate is determined by the fluid emitter Rate (Percent) value. When on, the emission rate of the fluid based is based on the per-particle rate value of the nParticle (or classic particle) that emits fluid. The final emission rate of fluid grids is determined by the emitter Rate (Percent) value and the contents emission method and rate. The Rate (Percent) value is set as a percent with 100 as the default value. Scales the individual emitter rate for all the fluid grids in the container, including Density, Temperature, Fuel, and Speed. Emission stops on the next advanced frame. Start Frame Onlyįluid emits on the set Start Frame.
Start Frame Emission Start Frame and All Framesįluid emits on the set Start Frame and continues in all advanced frames for the duration of the simulation.