9

990 Glossary
and logic. You edit the system by clicking actions
(page 3–903) and events in the diagram and
changing their values, by adding new actions and
events, and by creating wires between events.
Par ticle Level
In Particle Flow, you can select part icles at
the Event level (page 3–936) or at the Particle
level,usingcontrolsontheModifypanel>
Selection rollout (page 2–138).AttheParticle
level, you select particles using standard 3ds Max
methods, such as clicking or dragging a region. A
Particle-level selection can be acted upon by the
Delete operator (page 2–146) and the Split Selected
test (page 2–235).
Par ticle System
Particlesystemsareobjectsthatgenerate
non-editable sub-objec ts, called part icles, for the
purpose of simulating snow, rain, dust, and s o on.
The p article system object generates the p articles
overtime. Youuseparticlesystemsprimarilyin
animations.
3ds Max prov ides several built-in par ticle systems,
including Spray and Snow. Your configuration
might have other plug-in par ticle systems installed.
The Deflector, Gravity, and Wind space warps are
for use with particle systems. (Gravity and Wind
also work with Dynamics.)
3ds Max also offers an event-driven particle system
called Particle Flow (page 2–109).
Par ticle System (Par ticle Flow)
A particle system in Particle Flow consists of a ll
flows (page 3–942) defined in Particle View, as well
as parameters defined for all Particle Flow sources
(page 2–135). In effect, it’s the totality of settings
in Particle Flow.
PASS File
APASS(.pass)filesavestheresultofasingle
mental ray rendering (page 3–78) p ass. You can
create a final rendering by merging multiple
passes. The PASS file format includes Z-buffer
information to aid in merging passes.
Controls for creating and merging PASS files are
on the Render Scene dialog > Processing Panel >
Translator Options rollout (page 3–119).