You create particle systems when you want to model an object or effect that can best be described as a large collection of similar objects behaving in a similar fashion. Obvious examples of such effects include rain and snow, but other equally valid examples include water, smoke, ants, and even crowds of people.
On the Create panel, click Spray, Snow, Super Spray, Blizzard, PArray, or PCloud to create a particle system. Spray and Snow exist primarily for compatibility with earlier releases of 3ds Max, and are superseded by Super Spray and Blizzard.
To create a particle system, first choose Create menu Particles Spray or Snow.
These are the basic steps for creating a particle system:
Create rain and snow using Super Spray and Blizzard. These particle systems are optimized for droplet (Super Spray) and tumbling flake (Blizzard) effects. Add space warps such as Wind to create spring rains or winter storms.
Create bubbles by using the Bubble Motion options of Super Spray. If you require good rendering speed, consider using constant or tetra particles. If you require bubble detail, consider using opacity-mapped facing particles, instanced spheres, or metaparticles.
You generate flowing liquid effects by setting Super Spray to generate closely packed metaparticles. The metaparticles blob together forming a stream. Add a Path Follow space warp to send the stream down a trough.
Particle Array (PArray) uses another object as its particle emitter. You can set the particle type to use fragments of the emitter object to simulate the object exploding.
Particle Cloud (PCloud) constrains its particles within a specified volume. You can use Particle Cloud to generate bubbles in a glass of soda, or bees buzzing inside a jar.
Super Spray, Blizzard, Particle Array, and Particle Cloud can use instanced geometry as their particle type. You can create a stream of ants, a flock of birds, or a cloud of dandelion seeds using instanced geometry particles.
After you choose a particle system type to add, you create the particle system icon in the scene. The icon serves different purposes depending on the type of particle system.
There are a few different options for applying a material to a particle system.
Particle motion blur is actually the result of varying the opacity and the length of particles based on their speed. To accomplish this requires coordination between material assignment and the settings in the particle systems.
Mapped materials affect particles differently, depending on the source of the material.
If the assigned material is a Multi/Sub-Object material, the source of the material affects how particles are rendered.
The examples in this topic demonstrate a very simple spawning using the Super Spray particle system.
You can set up particles to detect collisions with each other. This can be useful when the particles are meant to model solid objects such as marbles.