When
doing crowd scenes or massive particle effects in general, texturing and
coloring becomes a real challenge for the animator.
Assigning a different color or texture to each individual object is impractical
and time consuming. thinkingParticles offers a special material type that
helps in conquering this challenge and ease the pain of texturing 100
or even thousands of characters in a scene. Please note that the TP Multi/Sub
Material behaves exactly the same like a standard Multi/Sub material except
that internally thinkingParticles does the housekeeping and database management
of multiple textures created with this material type! Do not get confused
with the standard Multi/Sub object material of 3ds Max that looks similar
to the one from thinkingParticles.
To access/assign the TP Multi/Sub-Object material you would proceed as
you would with any other 3ds Max material. Open the Material Editor and
from the Material/Map browser dialog choose the TP Multi/Sub-Object material.
Material Map/Browser
There is not much to explain about the material and its use with thinkingParticles.
The only important thing to note is that if you use the TP Multi/Sub-Object
material, all the randomization and automatic assignment to objects in
the scene are handled through this material.
Every object in the scene, that has this material assigned will automatically
be able to "spread" the materials in the list to other objects
that are created by the Geometry-Instancer of thinkingParticles.
Find below an example of a crowd scene setup. The TP Multi/Sub-Object material
carries 3 sets of sub materials which are made out of standard 3ds Max
Multi/Sub Materials. Each material set is used on a single character and
thinkingParticles will randomly cycle through the materials 1-3 when creating
an instance of an object as a particle.

TP Multi/Sub-Object Material
Below you'll find the standard 3ds Max Multi/Sub-Object material that was
initially used to texture the character. By copying this material into
the TP Multi/Sub-Object material slots and changing the parameters a range
of 3 totally different character types can be easily spread in a scene.

Once again, keep in mind that the TP Multi/Sub-Object material must be
the main material you assign to a character. Within the Multi/Sub-Object
material you will be able to set multiple variations of the material that
will be spread automatically in the scene.