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List of particle attributes
The following table gives a summary of the particle shape node attributes you can set or examine in expressions or MEL. The attributes affect the particle object within which they exist. For more details on the attributes, use this book’s Index. Note these issues:
- The table shows attribute spellings required in expressions and MEL. User interface spellings typically use capital letters and spaces between words.
- Attributes with a data type of vector array or float array are per particle attributes. All other attributes are per object attributes. For details on data types, see Expressions and the online MEL documentation.
- Attributes marked by an asterisk (*) are dynamic attributes that exist only if you or Maya add them to the object. Attributes that list the attribute’s short name in parentheses exist in each particle object by default.
- If you are an API developer, be aware that there are more attributes described in the online documentation. Use your internet browser to go to the main Maya documentation page, then go to the Dependency Graph Nodes page, and finally to the Particle page.
- The table omits the compound attributes centroid and worldCentroid. Compound attributes consist of two or more component attributes. The centroid attribute consists of centroidX, centroidY, and centroidZ attributes. The worldCentroid attribute consists of worldCentroidX, worldCentroidY, and worldCentroidZ You can use compound attributes with MEL commands such as setAttr. For details, see the online MEL documentation.
Section of Attribute Editor ContentsGeneral Control Attributes
Attributes that set various operation characteristics of the entire particle object. These attributes are described in various places:
Is Dynamic
See Create rigid bodies.
Dynamics Weight
See Scale the effect of dynamics.
Conserve
See Adjust frame-to-frame velocity conservation.
Forces In World
See Apply forces in an object’s local space.
Expressions After Dynamics
See Control execution time of particle dynamics.
Cache Data
See Memory caching.
Count
See Attribute long name (and short name).
Total Event Count
Emission Attributes
Attributes that determine some of the behavior of particles that are emitted. See Edit particle attributes. Also see the Emitter tab in the Attribute Editor of more attributes that affect emitted particle behavior.
Lifespan Attributes
Attributes that determine the particle lifespan, which can make particles disappear from the scene after they reach a specified age. Lifespan is typically used with emitted particles. See Set particle lifespan.
Time Attributes
Attributes that set the start frame and timing of dynamic influences on particles. See Change the start frame for a particle object and Control the timing of particle dynamics.
Collision Attributes
Attributes that set how precisely collision detection occurs. See Avoid unexpected particle penetration of geometry.
Soft Body Attributes
Attributes for advanced users who want to tune soft body effects (see Chapter 4, "Soft and Rigid Bodies").
Goal Weights and Objects
Attributes you can set if you add a goal to an object and connect it to a particle object or soft body. See Goals.
Instancer (Geometry Replacement)
Attributes that affect geometry instanced to animated particles. See Instance geometry to particles (single and animated).
Particle Seeds
Attributes that alter the random number stream used by Maya to create the random positions of emitted particles. See To make particles live forever.
Render Attributes
Attributes that affect how particles are displayed and rendered. See Choose how particles render.
Render Stats
Attributes that set aspects of particle software rendering. See Add reflections, refractions, and shadows.
Per Particle (Array) Attributes
Attributes you can set on an individual particle basis for several commonly used motion and display features. See Per particle and per object attributes and Set attributes on a per particle basis.
Add Dynamic Attributes
Buttons for adding attributes that control commonly desired features (see Add dynamic attributes).
Extra Attributes
Any custom per object attributes you’ve added. See Per particle and per object attributes.
Add Attributes For Current Render Type button
The added attributes follow:
Color Accum
Adds the RGB components of overlapping particles. Also adds opacity values of overlapping particles. Generally, colors become brighter and more opaque as they overlap. To see the effect of Color Accum, you must add an opacity attribute to particles displayed as Points. See Set particle opacity.
Normal Dir
Lets you tune the illumination of moving particles lit by a light added to the scene. See Use lights with moving particles for more details.
Point Size
Sets the size of the particle points. Point size is unaffected by camera distance. Both far and near particles appear the same size in the workspace.
Use Lighting
Illuminates particles using lights added to the scene. See Use lights with moving particles
Add Attributes For Current Render Type button
The added attributes follow:
Color Accum
Adds the RGB components of overlapping particles. Also adds opacity values of overlapping particles. Generally, colors become brighter and more opaque as they overlap. To see the effect of Color Accum, you must add an opacity attribute to particles displayed as MultiPoint. See Set particle opacity.
Multi Count
Sets the number of points you want displayed per particle.
Multi Radius
Sets the radius of the spherical region within which the particles are randomly distributed.
Normal Dir
Lets you tune the illumination of moving particles lit by a light added to the scene. See Use lights with moving particles for details.
Point Size
Sets the size of the particle points. Point size is unaffected by camera distance. Both far and near particles appear the same size in the workspace.
Use Lighting
Illuminates particles using lights added to the scene. See Use lights with moving particles for details.
Add Attributes For Current Render Type button
The added attributes follow:
Color Accum
Adds the RGB components of overlapping particles. Also adds opacity values of overlapping particles. Generally, colors become brighter and more opaque as they overlap.
Line Width
Sets the width of each streak.
Normal Dir
Lets you tune the illumination of moving particles lit by a light added to the scene. See Use lights with moving particles for details.
Tail Fade
Sets the opacity of the tail fade, from 0 to 1. A value of 1 makes the tail completely opaque; a value of 0 makes the tail transparent.
Tail Size
Scales the length of the tail. A value of 1 gives the default length. Values less than 1 shorten the tail; values greater than 1 lengthen the tail.
Use Lighting
Illuminates particles using lights added to the scene. See Use lights with moving particles for details.
Add Attributes For Current Render Type button
The added attributes follow:
Color Accum
Adds the RGB components of overlapping particles. Also adds opacity values of overlapping particles. Generally, colors become brighter and more opaque as they overlap.
Line Width
Sets the width of each streak.
Multi Count
Sets the number of points you want displayed per particle.
Multi Radius
Sets the radius of the spherical region within which the particles are randomly distributed.
Normal Dir
Lets you tune the illumination of moving particles lit by a light added to the scene. See Use lights with moving particles for details.
Tail Fade
Sets the opacity of the tail fade, from 0 to 1. A value of 1 makes the tail completely opaque; a value of 0 makes the tail transparent.
Tail Size
Scales the length of the tail. A value of 1 gives the default length. Values less than 1 shorten the tail; values greater than 1 lengthen the tail.
Use Lighting
Illuminates particles using lights added to the scene. See Use lights with moving particles for details.