8

1084 Glossary
elements and logic. You edit the system by clicking
actions (page 3–997)
and events in the diagram
and changing their values, by adding new actions
and events, and by creating wires b etween events.
Par ticle Level
In Particle Flow, you can select part icles at the
Event level (page 3–1030)
or at the Particle
level,usingcontrolsontheModifypanel>
Selection rollout (page 2–134)
.AttheParticle
level, you select part icles 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 2–142)
and the
Split
Selected test (page 2–231)
.
Par ticle System
Particlesystemsareobjectsthatgenerate
non-editable sub-objects, called
particles,
for the
purpose of simulating snow, r ain, dust, and so on.
The p article system object generates the part icles
overtime.Youuseparticlesystemsprimarilyin
animations.
3ds Max provides several built-in p article 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 w ith Dynamics.)
3ds Max also offers an event-driven par ticle system
called
Particle Flow (page 2–105)
.
Par ticle System (Pa r ticle Flow)
A particle system in Particle Flow consists of all
flows (page 3–1036)
defined in Particle View, as
well as parameters defined for all
Particle Flow
sources (page 2–131)
. In effect, it’s the totalit y of
settings in Particle Flow.
PASS File
APASS(.
pass
)filesavestheresultofasingle
mental ray rendering (page 3–77)
pass. 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 3–115)
.