The user interface appears in the parameters panel, on the right side of the
Particle View dialog.
Assign Material
When on, the operator assigns the specified material (see
next parameter) to the particles. Default=on.
[button]
Use this button to assign a material to the operator. Click the button
and then use the Material/Map Browser to choose the material. Alternatively,
drag the material from a Material Editor sample slot to the button.
After you assign a material to the operator, its name appears on the button.
Assign Material ID
When on, the operator defines a material ID number for
each particle. Default=on.
In general, this should remain on. Particle Flow uses the material ID with the
Particle Age map to find the particle's other properties, including its life span
and current age. And it uses the material ID with compound materials to know
which sub-material to assign to a particle.
Show In Viewport
When on, the material is shown applied to the particles
in the viewports when the particles are displayed as geometry.
Assignment Method
The Material Dynamic operator lets you assign Material IDs to particles in
several different ways, depending on whether you're using an animated texture
or a compound material. Default=Same As Particle ID.
Animated Texture group
Same As Particle ID
Assigns the same material ID to a particle as its particle
ID. Choose this when using a material containing an animated texture, such
as a Bitmap, Particle Age, or Particle MBlur map.
NOTE
Particle Flow assigns Particle IDs consecutively to particles at birth, starting
with 0. Although the highest possible Particle ID is over 2,000,000,000, the highest
possible material ID is 65535. Thereafter, the numbering sequence starts again at
0. Thus, when using a Particle Age map in a material assigned to the Material
Dynamic operator, for best results, use a total of 65,536 particles or fewer.
Reset Particle Age
When on, sets each particle's age to 0 when it enters the
event.
When using an animated material with a Bitmap map, turn this on to ensure
that the animation always plays from the first frame.
2930 | Chapter 14 Space Warps and Particle Systems
Summary of Contents for 12812-051462-9011 - 3DS MAX 9 COM LEGACY SLM
Page 1: ...Help Volume 2 Autodesk 3ds Max 2009 ...
Page 13: ...Interface 2694 Chapter 14 Space Warps and Particle Systems ...
Page 28: ...Interface Forces 2709 ...
Page 38: ...Interface Forces 2719 ...
Page 54: ...Interface Deflectors 2735 ...
Page 69: ...Interface 2750 Chapter 14 Space Warps and Particle Systems ...
Page 84: ...Interface Geometric Deformable 2765 ...
Page 93: ...Interface 2774 Chapter 14 Space Warps and Particle Systems ...
Page 174: ...Interface Particle Flow 2855 ...
Page 208: ...Interface Particle Flow 2889 ...
Page 233: ...Interface 2914 Chapter 14 Space Warps and Particle Systems ...
Page 285: ...Interface 2966 Chapter 14 Space Warps and Particle Systems ...
Page 292: ...Interface Particle Flow 2973 ...
Page 327: ...3008 Chapter 14 Space Warps and Particle Systems ...
Page 374: ...Interface Non Event Driven Particle Systems 3055 ...
Page 379: ...Instancing Parameters group 3060 Chapter 14 Space Warps and Particle Systems ...
Page 635: ...Interface 3316 Chapter 15 Animation ...
Page 677: ...Moving the root parent moves the whole hierarchy 3358 Chapter 15 Animation ...
Page 713: ...Overlapping chains make the toe stick to the ground 3394 Chapter 15 Animation ...
Page 767: ...3448 Chapter 15 Animation ...
Page 782: ...Example of Applied IK IK structure Inverse Kinematics IK 3463 ...
Page 787: ...1 Base 2 Post 3 Cap 4 Ring 5 Holder 6 Handle 3468 Chapter 15 Animation ...
Page 1123: ...Interface 3804 Chapter 15 Animation ...
Page 1199: ...3880 ...
Page 1275: ...Properties rollout 3956 Chapter 16 reactor ...
Page 1285: ...A Twist Axis C Twist X Plane Axis 1 Plane Min Cone 2 Plane Max Cone 3966 Chapter 16 reactor ...
Page 1299: ...Properties rollout 3980 Chapter 16 reactor ...
Page 1395: ...Interface Water Properties rollout 4076 Chapter 16 reactor ...
Page 1400: ...Interface Wind Properties rollout Wind 4081 ...
Page 1477: ...4158 Chapter 17 character studio ...
Page 1533: ...Center of mass moved behind the biped in rubber band mode 4214 Chapter 17 character studio ...
Page 1568: ...Rotating Multiple Biped Links Freeform Animation 4249 ...
Page 1591: ...Animating Pivots 4272 Chapter 17 character studio ...
Page 1659: ...Interface Save As dialog for a FIG BIP or STP file 4340 Chapter 17 character studio ...
Page 1662: ...Interface Open dialog for BIP or STP files Biped User Interface 4343 ...
Page 1810: ...Interface Animation Workbench 4491 ...
Page 1814: ...Interface Animation Workbench 4495 ...
Page 1823: ...Interface 4504 Chapter 17 character studio ...
Page 1922: ...Physique Physique 4603 ...
Page 1925: ...4606 Chapter 17 character studio ...
Page 1943: ...See also Using Physique with a Biped on page 4614 4624 Chapter 17 character studio ...
Page 1957: ...Envelope cross sections can be scaled and moved 4638 Chapter 17 character studio ...
Page 2076: ...Physique User Interface 4757 ...
Page 2208: ...Interface Crowd Animation User Interface 4889 ...
Page 2259: ...Interface 4940 Chapter 17 character studio ...
Page 2265: ...Interface 4946 Chapter 17 character studio ...
Page 2268: ...Interface Crowd Animation User Interface 4949 ...
Page 2271: ...Interface 4952 Chapter 17 character studio ...
Page 2287: ...To filter a track on page 4503 4968 Chapter 17 character studio ...
Page 2535: ...Interface 5216 Chapter 18 Lights and Cameras ...