2009
Non-event-driven particle systems provide relatively simple, straightforward
methods for generating particle sub-objects over time for the purpose of
simulating snow, rain, dust, and so on. You use particle systems primarily in
animations.
3ds Max provides six built-in, non-event-driven particle systems:
Spray Particle System on page 3016
Snow Particle System on page 3020
Super Spray Particle System on page 3025
Blizzard Particle System on page 3029
PArray Particle System on page 3042
PCloud Particle System on page 3034
NOTE You can take advantage of the AutoGrid feature to orient and position new
particle systems with respect to existing objects. For details, see
AutoGrid on page
2597.
See also:
■ Particle System Usage on page 3004
■ Creating a Particle Emitter on page 3006
■ Particle Flow on page 2795
Interface
Snowstorm created as a particle system
Non-Event-Driven Particle Systems | 3003