200 ◾ 3D Animation for the Raw Beginner Using Maya
desktop or notebook computers, rendering massive particle eects can be intractable. A
minute-long water eect could take many hours or days to render.
In Maya, some particle eects can be rendered using the Maya soware renderer or
mental ray. ere are also particles that are rendered with the hardware renderer, which
pushes most of the job of rendering to the graphics card, thus making the process some-
what faster. Sometimes this makes the dierence between an undoable and a doable eect.
SAVING RENDER TIME
In Maya, you can render a scene in layers, just as we saw earlier that you can choose to only
display certain layers at a given time. By using render layers, you could render a particle
eect once and not have to rerender it every time you rerender other objects in the scene.
Layers also allow you to use dierent renderers for dierent parts of a scene.
You can create render layers in a scene by clicking on the icon on the far upper right of
the Main Window, and then choosing the Render tab at the bottom of the right-hand side
of the window. Of course, you need to compose the rendered layers into a single video, and
this is done outside of Maya.
When doing one frame test renders, you can choose to rerender only a piece of a frame,
by using the second icon in from the le at the top of the Render View. It has a red box
around it. is is particularly useful when rendering particles.
In addition to the Display and Render tabs, there is one called Anim, which is for layer-
ing animation. is is a complex task and is not covered in this book.
ROCKET POLLUTION AND HARDWARE PARTICLES
In Maya, there are two dierent settings on the Main Menu Selector for creating a particle
eect. Dynamics has been in Maya for a long time and nDynamics is somewhat newer.
First, we will use Dynamics, and later we will look at nDynamics. ese two dynamics
systems overlap signicantly in their capabilities, with nDynamics being in many cases
more powerful and easier to tailor. It is oen easier to produce visually impressive results
with nDynamics.
We are using a cylinder to host our emitter. A NURBS cylinder was chosen because it
consists of three pieces: two disks and a tube. is way, the bottom disk can be selected and
Maya will default the placement of the emitter to the center of the disk. We can imagine
that our cylinder is a rocket, but we will only concern ourselves with the disk at the bottom
of it.
In Figure6.1, we see a particle emitter being created. In the dropdown, we see two
choices for creating an emitter. One is to make a stand-alone emitter not attached to any
other object in the scene, and the other is to create an emitter and plant it on the surface of
an object. Since we are trying to make a rocket take o, we will create a surface emitter. To
do this, we must rst select an object in the scene.
So, we select the bottom disk of our rocket, and then, choose:
Dynamics Main Menu → Particles → Emit from Object