Maya: Particles and Dynamics
Water Fountain Tutorial



Set up your options for animation:

File -> New Scene->boxicon.gif
Select Time: NTSC (30 fps)  (We record to video, 30 frames per second is the frame rate.)
Set the Playback Start/End between 1 and 300.
Set the Animation Start/End between 1 and 300.
Hit Apply

Use Windows->Settings/Preferences->Preferences
     Choose the Settings section.
     Make sure Time: NTSC (30 fps)

Choose the Time Slider section.
     Make sure Playback Start/End between 1 and 300.
     Make sure Animation Start/End between 1 and 300.
     Select Playback Speed Play Every Frame, this will allow the simulation to process every frame.
     Your playback speed will not be accurate
     Set Max Playback Speed to Real-Time
     Click Save

Make sure the maximum playback on the time slider to 300, over to the right on the time slider.

Use the FX Module

Choose nParticles->Emit->Create Emitter

In the Channel Box, Set Translate Y to 2 for the emitter.

Hit the Play Arrow on the Time Slider, you should see omnidirectional particles.  timesliderplay

Rewind to the beginning of the Time Slider, Select the emitter.
Use the Channel Box to change:  
Each time you make a change hit the play arrow and note the difference.
        Rate 300   (Number of particles per second emitted.)
        Emitter Type  Directional
        Speed 7
        Spread .2
        Direction X 0
        Direction Y 1
        Direction Z 0

Add Shading Attributes to the Particles:

Open Windows->Attribute Editor for the selected particles.   (Short cut Control a)
Under nParticleShape1 tab
    Under Particle Size
           Radius  .3
       Under Shading
           Select Particle Render Type: Blobby Surface (s/w)   (Renders with software renderer only.)
           Input Threshold .3   (Coagulation like metaballs)
Add a light to your scene and render to see what this looks like.

Add a Collision Surface:

Create a Poly plane and scale it up a bit.
Select nCloth->Create Passive Collider

Play the animation.

Experiment by adjusting Poly Plane rotation or adding other Passive Colliders.

Add Color:

Use the Hypershade
Assign a shiny shader to the particles.
         Make Color medium bluish.
         Make Specular Color light blue
         Add a Reflected Color Map such as Env Chrome under Environment Textures.
        Change Reflectivity to .2