2009

This is the least efficient method of operation, but might be required by certain
renderers.
NOTE With the default scanline and mental ray renderers, this method does not
support rendering of particles born after the start of the rendered frame sequence.
In general, use Mesh Per Particle only with renderers that require it.
Script Operator
Particle View on page 2811 > Click Script Operator in an event or add a Script
Operator to the particle system and then select it.
The Script operator enables control of particles within the Particle Flow system
using a MAXScript script. The script can use any program functionality
available to MAXScript.
When you add a new Script operator, it contains a default script that slows
particles, and then, when they are slow enough, splits off the first 50 particles
into a stream traveling in a negative direction on the world X axis, and the
remainder traveling in the opposite direction.
TIP You can use MAXScript to align particle scale with the underlying bitmap,
thus providing a scale bitmap function. This requires a sandwich with three
operators: two Script operators, and a Speed By Surface operator in between. The
first Script operator reads the current speed vector into the MXVector channel,
thus caching the current speed. The Speed By Surface operator changes the speed
according to the underlying bitmap. And the second Script operator reads the
speed channel into a temporary variable, restores the speed from the MXVector
channel (the cached value), and uses the temporary variable to define the scale.
This way, the original speed is restored, and the scale value is defined by the
bitmap.
Interface
Particle Flow | 2953