Included with the Extension for Autodesk 3ds Max 2013 are the following Particle Flow operators and tests:
The MassFX World operator associates the particles in the current event or system to a specific simulation world, in the form of a(driver) in the scene. After you make the connection, that helper's settings affect all particles in the event.
Use the MassFX Shape operator to define the particle shape for collision purposes during a physics simulation. Along with the MassFX World operator, the MassFX Shape operator is necessary in order to have a simulation. Also, place the MassFX Shape operator after the shape operator in the event.
The MassFX Force operator is similar to the standardbut is better suited to simulation usage. The regular Force operator adjusts particle speed. This is not convenient if you use MassFX World to run the simulation, because you need to use the MassFX Switch operator to relay the adjusted speed information to simulation by turning on Match Position or Speed > Speed. Even with that, the constant direct manipulation of speed data can distort the simulation workflow. MassFX Force defines actual forces that influence particles, and the force field information is passed to the MassFX simulation.
MassFX Drag is a fast alternative to theoperator for adding a slowing factor to a simulation. With the MassFX Drag operator, you don't need to first create a Drag space warp and then designate it in the MassFX Force operator. Also, MassFX Drag uses native MassFX properties to simulate friction. Last, you can use the slowing factor to stabilize the simulation (reduce jitter) and make it appear more natural, since it lets you introduce energy dissipation due to friction.
Use the MassFX Buoyancy operator to simulate the behavior of objects (particles) in a liquid. Depending on the relative densities of the particles and the liquid, particles rise or sink within the liquid.
Use the MassFX Switch operator to adjust the pure simulation animation by defining events containing this operator as kinematic (particle motion is driven by standard Particle Flow actions) as opposed to dynamic (particle motion is driven by the MassFX simulation engine).
The MassFX Collision test is similar to the standard Collision test, but instead of allowing collisions between particles and Deflector space warps, it enables collisions between particles and standard objects applied with the. Usage is similar to the Collision test, but some details differ due to the nature of physics simulation and the MassFX setup.
The MassFX InterCollision test registers interparticle collision and redirects particles to other events based on the collision information. It does not control whether particles collide with each other. By definition, particles whose shape is defined with a MassFX Shape operator, and that participate in a MassFX simulation, can collide with each other.
The MassFX Glue test creates bindings between particles, thus serving as a "glue" for particle matter. With MassFX Glue, particles tend to stay together in their original formation, but can break apart during the simulation based on physical actions or the influence of the MassFX Solvent operator. Like many other tests in Particle Flow, you can use MassFX Glue without necessarily connecting it to another event, in which case it functions as an operator.
The MassFX Solvent operator can remove bindings created by the, with different filtering imposed by MassFX Glue IDs, timing, a Boolean data channel and simple icon geometry. To use, use any test to direct bound particles into an event that contains the MassFX Solvent operator.