This is just a little render I did using the technique in my last post. I just added some more coins and raytraced the animation for a metal look.
While in general I would recommend using a dedicated rigid body solver for things like falling coins, it is possible to do this with nCloth in a relatively stable and efficient manner.
Here is a scene file that lets you launch and fly 5 different paper airplane designs.
I was recently asked how to convert a cloud displacement map to bring it into Maya fluids. Displacement is rather incomplete for clouds.. even if one assumes the cloud bottom is flat, however it can look good in some cases.
Here are a couple of example Maya files that show using Maya Fluids to handle ink in water. Generally speaking one simply creates a very high resolution fluid with "high detail solve" enabled, self shadowing on the fluid and very low transparency.
With nCloth it is easy to make curtains that are attached to sliding curtain hooks. The basic trick is to use a slide on surface constraint with a long skinny surface for the rail.
Creating an ocean is relatively easy in Maya Unlimited. However if you only have Maya Complete you can still get a workable ocean using an animated fractal displacement map with the right settings.
If paint effects is assigned to a 3d curve then it will follow the curve normal( which is based on the local curvature and is poorly defined... unless "useNormal" is on, in which case the normal is simply a constant direction ). It needs a curve on surface to understand a surface orientation.
Here is a mel script that will allow you to easily edit per vertex nCloth values by selecting vertices and editing values directly with a slider, rather than by using the paint tool.