This session demonstrates
sparks from a collision, as well as from a pulsing (expression driven) emitter.
Starting from scratch we generate the required elements to produce the effect:
volume emitter, particles, fields, animation, expressions, Collision Events,
particle shader and utility nodes. Sparks are a fairly common, yet simple,
effect that can be effectively created using Maya dynamics. For rendering
we utilize the Tube software render type as the final output, yet we also discuss
how sparks can be rendered using the MultiStreak hardware render type.
The
following example uses hardware particles to create spark from a circular
cutting saw and examines how they can be integrated with a scene.
Create a ground plane and an emitter. Sparks will generally
streak as they move through Space and will exhibit several other properties in
terms of lifespan and colour. Set the emitter to be directional, so that
sparks can fly off in the direction of the cutting saw’s rotation and Set the
direction to be 1.0 in Y. It will be far easier and more intuitive to
have the emission occur in a single direction and just rotate the emitter than
to control the sparks’ direction Through the direction attribute. Set the
rate to 300, speed to 15.0 and change the particle type To streak, clicking the
Current Render Type button so that you can start changing the look of The
sparks. Several particle attributes will need to be changed in order for
the sparks to look like the real thing:
Spark shape Lifespan Colour
Spark shape will be combination of the render attributes scaled by
the speed of the particles, so it is important to get the movement right first.
Rotate the emitter so that the particles are being emitted at a 45 degree slant
to the ground plane and add a gravity field a low magnitude but no attenuation
so that the particle want to return to the ground. Once the speed is correct,
set the TALE SIZE and LINE WIDTH attributes so that the sparks being to take
shape. Because the tails extends backward from the spark position, you will
need to change the min/max distance for the emitter so that the spark tails
appear from the emitter and not before it.