Rotation and Collision

Particle Generation
This next rollout handles how 3dmax handles the rotation of the particles, as well as the inter-particle collisions.
The particle rotation is more important for some particles than for others. For example bubbles and water won’t create any visible effects from rotation. On the other hand, cartoon-y snow flakes rely on the effect quite heavily. The spin time parameter determines how many key frames there are during a full 360-degree rotation of the particle. A high value here will slow down the particle rotation considerably, but a value of zero will provide no rotation at all!
The “phase offset” controls the initial offset for the particle rotation. Don’t worry, the varying particle ages (and variation on spin time) will keep your particles from rotating all together.
The spin axis control handles the base rotation for the objects. Some 3d objects will rotate over a predefined axis- like tires. Others have no particular rotation like our tennis ball example earlier. Thus, you may choose between a random spin axis (full 3d spin), direction of travel spin (holding the directional vector spin-less), or arbitrary spin directions (set your own spin levels). The direction of travel spin is probably the hardest to describe or understand. Imagine a propeller of an aircraft moving forward through space. It’s rotating over one degree (spinning) but not the other two (tumbling and twisting).
Inter-particle collisions is a massively intensive process that checks for particles striking and bouncing off one another. This is useful for small numbers of detailed particles like throwing televisions or bouncing tennis balls around. However, do not turn this feature on unless you’re looking for “broadcast quality” effects because it will slow down your render times considerably. Calculation intervals per frame control how often 3dsMax checks for inter-particle collisions, while the bounce coefficient and variation control how much speed the particles should retain when they bounce off of each other. I can’t stress this enough, do not turn this on unless it’s really necessary!
Object Motion Inheritance and Bubble Motion

Particle Generation
These two rollouts are pretty straightforward.
The first controls how the particles should inherit the emitter’s motion and keyframing. While this might sound silly, think about how your emitter might be moving. That new space-ship might look extra cool if it’s gravi-pads could shoot out sparks during flight! Or maybe it’s taking damage and throwing gibs that need to fall away during the great escape sequence. Thus, you need to allow the particles to take on some or all of the motion of the parent emitter in order for the particles (especially heavy ones) to be emitted properly.
Bubble motion is what bubbles exhibit as they move upward through water. They wiggle randomly during motion. Similarly, you’re able to append an amplitude (severity of the effect), period (the amount of time to complete a single “wobble”, and phase (synchronicity across emitters).
Particle Spawn and Presets
Finally, we have particle spawn and presets. I’m not going to go into a lot of detail on these last two rollouts, as they’re not really suitable for this walkthrough.
The super spray presets are pretty self-explanatory. This rollout contains a number of pre-built emitter settings and it provides you the ability to create your own.
The particle spawn group controls “advanced” particle spawning procedures such as what kind of spawning procedure should take place when particles collide, die, or continue. To die on collision will destroy the particles that’ve struck a deflector (more on this later). By this point, you should be able to deduce what “spawn on collision” and “spawn on death” imply. Show trails will create new particles every keyframe, which can be useful for certain effects such as fireworks or sparks.
The directional chaos, speed chaos, and scale chaos groups have to do with the spawning of new particles (spawn on collision, spawn on death, and spawn trails).
Note that these high-end settings allow you to create fantastic effects such as fire, complex explosions, and more. By spawning many smaller particles from a larger one, you can simulate how an object might burn or subdivide while animated. Directional chaos controls the variance in the sub-particle’s direction. Speed operates in much the same way. Scale chaos handles the sizing of the sub-particles.
Other Particle Emitters
Alright! So we’ve had a long hard look at the super spray particle system in 3dsMax. But what about the other emitters? Lucky for us, particles have a finite span of concepts, and we’ve already covered 95% of them! The remaining particle systems like snow and pCloud are just different combinations of the same idea.
Snow
Snow is an optimized particle generator geared toward creating snow or confetti. What separates snow from spray is that the snow particle emitter can generate particles over an area rather than from a single point like the spray. There aren’t many parameters to this emitter- only the basics. Emission speed, timing, particle type (six point, triangle, or facing), particle size, and rotation. That’s it.
Blizzard
Blizzard is to snow as super spray is to spray. The 3dsMax blizzard particle emitter is basically a snow emitter but with much greater control. You have access to very similar controls as the super spray emitter like object motion inheritance, collision control, and presets. 3dsMax blizzard particle emitters still retain their most important characteristic; area particle generation.
pArray

Distributions, left to right: Edges, Vertices, Faces.
Ah the particle array! This fantastic mechanism allows you to spread particles over the surface of an object rather than simply flying through the air. This is a very different concept than the other particle emitters, so I’d like to spend a little more time discussing it’s importance and uses.
The particle array can be used for a variety of tasks. For example, you could spread water droplets over a product, or rocks and trees throughout a meadow. The pArray emitter is often used for populating a plant with twigs and leaves to create a tree or shrub. This geometry based distribution is a very powerful tool. The best part is, you’re already familiar with most of the parameters that pArray uses like collision handling and particle object types.
pCloud

Particles in a volume defined by a teapot.
The 3dsMax particle cloud is another powerful tool. Similar to the particle array, the cloud allows you to fill an object’s volume with particles! This could mean anything from schools of fish to a ring of asteroids filling a massive torus. You can use this emitter to create a wide variety of effects. The only distinguishing feature of this emitter (and it’s parameters) is that you must select a bounding volume (cube, sphere, cylinder, or an object you created). You can see this emitter in action on the right, where I’ve filled a teapot with spheres.
Remember that pClouds and pArrays can be used to great effect in your 3d modeling as well as your animations. For both single images and animations, these two tools are quite valuable for adding detail beyond what you can do by hand.
Forces and Deflectors

Deflectors placed in the walls.
What good are particles if they can’t be controlled? That’s why we have forces and deflectors available to us. Deflectors are typically quasi-objects that help keep particles from doing unusual things like going through walls or characters. If we wanted, it’s possible to make particles use the object mesh for collision detection every time. But the better route is to approximate the shape using cubes, spheres, and planes whenever we can. Forces are useful for directing the flow of particles so that we don’t have to keyframe them by hand to create complicated effects like tornados, explosions, and wind.
Let’s run through some of the simpler forces and deflectors and see how they can be useful when working with 3dsMax particles.
How and Where

Here's where you find Deflectors and Forces.
You can find forces and deflectors under the pulldown in the create panel under the space warps group. Each of these objects can be created in the same way as ordinary spheres and cubes; by clicking and dragging. However, in order to have them affect a 3dsMax particle emitter, forces and deflectors must be “bound”. You’ll find the “bind spacewarp” tool in your main toolbar along the top of the screen.

Bind spacewarp button
You use it by starting with the spacewarp selected and click-dragging to the emitter. This will bind them together, and you’ll see the effect in two ways. First, the modifier stack of the emitter will have a “Binding” modifier showing you that it was effective. You should also see some effect on the particles in real time.
Learn more about forces and deflectors on the next page!








Forces allow you to direct the flow of 3dsMax particles without having to bounce them around with deflectors. Think of forces as the “go here” command to the deflector’s “don’t go there” command. You can combine forces to create very specific and complicated effects like galaxies, tornadoes, and harsh weather effects.