Particles and Dynamics
Water Fountain Tutorial

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water3b.gif

Set up your Maya options for animation
Use Windows->Settings/Preferences->Preferences
     Choose the Settings section
          Select Time 30 fps

     Choose the Time Slider section
          Set Framerate 30 fps
          Set Playback Start/End between 1 and whatever length you prefer.
          Set Animation Start/End between 1 and whatever length you prefer.
          Set Playback speed:  Play every frame
          Click Save


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

Emitter
Switch over to the FX section, choose from upper left, status line.
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.
        Emitter Type  Directional
        Rate 300   (Number of particles per second emitted.)
        Direction X 0
        Direction Y 1
        Direction Z 00
        Spread .2
        Speed 7


Add Shading Attributes to the Particles
Open Windows->Attribute Editor for the selected particles.   (Shortcut 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.
nCloth particles work with Arnold Renderer and Arnold shaders.


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.

nCloth can collide with nParticles


Add Color:
hypershade Use the Hypershade
Assign a shiny shader to the particles.


Convert nParticles to Poly
Modify->Convert->nParticle to Poly