Adjust the collision attributes on your nParticle and collision objects (nCloth or passive object) to optimize your simulation.
(Optional) Constrain nParticles to the Nucleus objects.
You can also create an nCloth collision object to interact with nParticles.
(Optional) Make a passive collision object.
nParticles work with emitters in the same way as Maya classic particles.
Set nParticle emitter attributes such as particle emission rate and direction.
Set nParticle object attributes such as Particle Size, Lifespan, or Shading properties.
Create an nParticle system with an nParticle emitter object.
The following procedure outlines a general workflow for creating an nParticle system with an emitter, as well as a passive collision object to collide with the nParticles. If your nParticles are emitted, an emitter node is also created. When you create an nParticle object, a new nParticleShape node and a Maya Nucleus System node are created.
Will the nParticles self collide, meaning will particles from the same nParticle object collide with each other?.
Will the nParticles collide with other Nucleus objects? And, will they be animated before the collision or after the collision?.
Will the nParticles be contained or captured in modelled geometry, such as polygon glass?.
Will the nParticles be animated at the start of the simulation?.
Will the nParticles be positioned at exact positions in the scene, and how many nParticles (count) are required for the simulation?.
When choosing a method to create your nParticle object, ask your self questions like the following:
Filling selected polygon geometry with nParticles.
Emitting nParticles from selected objects in the scene.
After selecting an nParticle style, you can use one of the four methods to create an nParticle object: