Amount Change Suboperator
The Amount Change suboperator lets you modify particle count by spawning new particles or deleting existing ones. When spawning, you can record spawning properties and details into custom channels created with the Output New suboperator. Also when spawning, the value of the Integer input determines the number of new particles.
Color Suboperator
The Color suboperator augments the usage of the Vector suboperator. As with Vector, Color generates Vector-type data output. However, the parameters of the Color suboperator are more convenient if you plan to use vector data as vertex-color mapping for particles.
Condition Suboperator
The Condition suboperator converts input scalar data to a Boolean value (True or False) by comparing it to a single value or testing for whether it falls within a range. You can specify either or both compared-to values explicitly or as inputs from other suboperators.
Convert Suboperator
Convert performs the straightforward task of converting data between compatible formats.
Discretizator Suboperator
Use Discretizator to make float or integer values more discrete, reducing a wide range of values to a more manageable subset at the cost of a certain amount of accuracy. This helps in potential optimization of the input data for the Shape Control suboperator but can be used for other purposes as well.
Function Suboperator
The Function suboperator performs one or more mathematical calculations on one or two input values, or operands. The suboperator provides a wide variety of functions; the specific available calculations depend on the input type or types.
Geometry Suboperator
The Geometry suboperator provides access to geometric and related data in the 3ds Max scene. Input is of the Object data type, and typically comes from the output of a Select Object suboperator.
Icon Suboperator
The Icon suboperator is available only with the Data Icon operator and the Data Icon Test. It lets you determine properties of the icon associated with the operator/test for use in calculations in the operator/test.
Input Proxy Suboperator
The Input Proxy suboperator lets you bring in particle properties from proxy particle systems—that is, particle flows other than the current one. It always has an O1 (Object data) input to which you wire a Select Object suboperator for specifying the proxy particle system. Additional, optional inputs are I2 for specifying particle IDs and I3 for use as a system or compound index.
Input Standard Suboperator
Input Standard copies regular particle properties such as position, speed, scale, etc., from the current particle system. The parameters are the same as the Input Proxy suboperator, except that there are no Proxy System Indexing controls.
Notes Suboperator
The Notes suboperator, like the Particle Flow operator of the same name, has no effect on the particle system; its purpose is simply for adding comments regarding the entire Data operator/test. Also, as with Particle Flow, you can add comments to individual suboperators by right-clicking them and choosing Comments from the context menu.
Object Suboperator
Use the Object suboperator to acquire properties from reference objects.
Object Parameter Suboperator
Use Object Parameter to get a single parameter value from any object in the scene, including modifier settings and Particle Flow operators and tests.
Output New Suboperator
The Output New suboperator creates a new data channel that can be used by the Input Custom and Output Custom suboperators.
Output Standard Suboperator
The Output Standard suboperator transfers calculated data into regular particle properties. To use it, choose an input type, and then wire a suboperator that outputs that data type to the input connector on the suboperator in Data View. Output Standard then sends that data out into the particle system to which the Data operator/test belongs.
Output Test Suboperator
The Output Test suboperator serves as the output when the Data Icon Test or Data Test is to be used for decision making. It simply lets you specify whether the Boolean input must be true or false to satisfy the test. Optionally, you can also use a Time input to specify when particles should exit the event.
Parameter Suboperator
The Parameter suboperator defines exposable values for other suboperators. It is particularly useful when you want to expose the same value for two more different suboperators, such as a random seed, for the purpose of keeping your operator interface simple. For more information, see Equal Data Type.
Particles Suboperator
The Particles suboperator lets you derive a specific property for each particle, typically with respect to particles in its vicinity, such as the index of the particle closest to it within a spherical volume around the particle, or within a particular field of view. You can set the volume or field of view explicitly or input it from other suboperators.
Pipe Suboperator
The Pipe suboperator lets you output one of several data inputs based on values in a "valve" stream. It provides at least two inputs: one valve (always the first input) and one or more data inputs. For example, the default Pipe suboperator has a Boolean valve and two Real data inputs, and outputs data from one or the other data input depending on the data coming into the Boolean input.
Random Suboperator
The concept of controlled chaos is the essence of a particle system. To apply chaos to a Data operator, use the Random suboperator. The Random suboperator generates random values in scalar and vector formats using a variety of algorithms, as described in this section.
Scalar Suboperator
The Scalar suboperator generates scalar data; that is, numerical values that indicate only magnitude, not direction. To generate vector data (magnitude + direction), use the Vector suboperator.
Select Object Suboperator
If your operator/test requires one or more objects in the scene as parameters, use Select Object to specify the objects. Select Object outputs the Object data type, and is typically wired to the input of an Object or Geometry suboperator.
Shape Control Suboperator
Use Shape Control to assign shapes to particles. It is more flexible than the Shape Instance operator because it allows direct control of the shape parameters for each individual particle. The Shape Control suboperator can see all the shape and modifier parameters. The only restriction is that you can have no more than nine input values (Time plus up to eight controller values), and the material should be set by means other than suboperators—for example, by Material Inheritance.
Switch Suboperator
The Switch suboperator lets you animate switching among several inputs to another suboperator. After adding it, you set the data type, add up to eight inputs, and then use standard keyframing tools (typically Auto Key) to set up an animation so that the active input changes at different times during the animation.
Vector Suboperator
The Vector suboperator generates vector data; that is, numerical values that can indicate magnitude and direction, or any other data that can be specified by three real numbers. To generate scalar data (magnitude, no direction), use the Scalar suboperator.