JeremyR
One thing that has always bugged me about Maya's particle emitters is that you have to import a texture if you want texture rate or emit from color.

I would love to see a SOuP version where you can hook this up so it works 'on the fly' using attributeTransfer node or textureToArray node, is this a viable project or wont Maya API allow this to happen?

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pshipkov
Adding this to my to-do list, man that list is growing fast.

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JeremyR
Just copy and paste some code, add a little but here and there - job done happy customer! ;) If only it was that easy aye?!
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JeremyR
This is still something Id like to see happen, particle emission based on a 3D texture would be awesome or even emit where voxels contain density, deformer weighting etc.

So much fun in one cool node ;)
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JeremyR
*bump*

Just had somebody wanting to do nParticles with multiple collision objects and emitting unique particle instances per collision object.

Can only be achieved with this node. :)

(Has to be nParticles not particles)
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pshipkov
Ok, what the standard set of available PP attributes should be:

standard:
   position
   direction
   speed
   angularSpeed
   radius
   rgb
   opacity

potential:
   randomDirection (?)
   randomSpeed (?)
   mass (?)
   uv (?)

What else do you miss in the current maya emitters ?

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JeremyR
Thats awesome start, the potentials are great. Im guessing you'd already include an inComponent list. What about an inherit velocity from parent particle? Perhaps thats just the same as inVelocity. Will think of some more if I can.
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JeremyR
I guess most important is outWeightPP > inRate. UV a must for goalU and goalV at birth.
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pshipkov
Ok, here is what i am going to do:

standard supported PP attributes:
- emissionRatePP
- positionPP
- velocityPP
- rotationPP
- radiusPP
- rgbaPP
- lifespanPP
- massPP
- 5 user scalars (you can plug up to 5 double arrays to the emitter and that data will be propagated to the emitted particles)
- 5 user vectors (same as above, but for vector arrays)

global attributes - i can think of only one here - any post-modifications can be done as expressions applied to the emitted particles:
- emissionRateMultiplier


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JeremyR
That sounds awesome, I honestly cant think of anything else at this stage. Im going to do a vid when it comes out I think it will create much needed functionality back into maya especially with nParticles. 
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JeremyR
Add attribute: Emission pruning
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JeremyR
Cant edit that last post for some reason, all good, decided that the randomizeArray on the weightPP works just as well for random emission.
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