Skip to end of metadata
Go to start of metadata

Many rigid sticks ejected violently from the left side of the frame.
Many rigid sticks ejected violently from the left side of the frame.


As discussed in this other page, manual instancing can be enough in many cases, but the power of instancing can be taken to a whole new level through the use of automatic tools for scattering or particle system generation such as Particle Flow.

Arion for 3ds Max interprets Particle Flow sources and translates them automatically into Arion point clouds in render time. These point clouds encode each particle with a pivotted point, and sample the status (position, rotation, ...) of each particle once per animation sub-frame.

In the context of Arion for 3ds Max, particle systems are treated as collections of instances of a source object, where the distribution and motion of each individual instance is driven by some algorithm. Arion treats each particle as an instance, so the impact of using particle systems in memory is really low even if a massive number of particles is used.


Note

Icon

Animation-wise, particles follow the same rules regarding sub-framing and motion blur as any other object in Arion for 3ds Max. See the pages about Object properties and Motion blur for more details.


  • No labels