Operators are the heart and soul of thinkingParticles and are the main
building blocks for the creation of your particle animations. There are
more than 100 different operators divided into many different categories
of tools. You will spend most of your time within this section of the
thinkingParticles interface.

In addition to the Standard Operators shown above, there is a drop down
menu within the Operators panel that gives you access to the seven different
types of controls to build your particle animation with.

Each of these different groups of Operators is used for specific reasons
and described briefly below.
Standard - The Standard group of Operators within thinkingParticles
gives you the most basic building blocks for construction of your particle
systems. Everything from Size and Velocity of particles, to the direction
they face and what they follow can be found within this primary grouping
of tools. Be aware that you also have MAXScript access from within this
section as well as the ability to create unique operators that are based
on the animatable parameters of ANY 3ds Max object.

Dynamics - The Dynamics Operators are responsible for all of the
collision detection. inter-particle interaction and physics simulations
within thinkingParticles. The rigid body dynamics engine that the new
version of thinkingParticles now sports is exceptionally powerful and
production proven on major films like 2012. All of the
Motion Inheritance that can be used to create physically based vortices
from fans and propellers, shape-based crashing, and bouncing of particles
can be found within this group.

Generator - thinkingParticles offers many ways to generate particles
in your 3D environments and the Generator Operators are responsible for
creating particles within the system. There are four basic particle generators
implemented. Two particle generators creates particles based on any position
you supply. Another operator lets you draw particles in 3D space. Finally,
the most complex one is a conditional version of our popular MatterWaves
product, which gives you ultimate control over your particles. All particle
generators share some of the same basic features and functionality.

Shape - thinkingParticles handles particle shapes (the look of
a particle) in exactly the same way as 3ds Max does. Particles are usually
one dimensional points in space and they do not offer anything more than
X, Y and Z coordinates. However, Shape operators create and place any
predefined parametric mesh object or instanced geometry at the position
of each particle. They can even create metaball style liquid shapes for
your particle animations.

Fragmenter - thinkingParticles is renowned for its rigid body
dynamics and demolition effects, it was one reason why it was chosen for
the Roland Emmerich movie "2012" as the F/X tool.

Material - thinkingParticles provides you with a unique ability
to paint with your particles, and the Material Operator is what you want
to use to achieve this effect. Each impact of a particle on an object’s
surface will create a color “splash” or any other material effect you
can think up. This can be used to create impressive bullet impacts, footsteps,
rain drops, etc.

Initiator - Initiators are new to thinkingParticles and are designed
to give users a new way of processing rules and operators within DynamicSets.
The main idea behind an initiator is control. An Initiator is different
from other operators in that connected conditions or operators are evaluated
ONLY as soon as the initiator is processed. This type of behavior offers
much more control of the rule processing than with any other type of operator.

Export - The Export Operators are designed to be used to turn
particles into standard 3ds Max objects. You can turn both deforming meshes
and non-deforming particles into normal objects using these operators,
so that the output of these new objects can be used within other dynamics
simulation systems like reactor - or exported to other platforms.

Tools - those Nodes are designed to act as a one time tool that
might also work independently from a complex wire network.

Reference - this type of Nodes are used to handle particle references.
This powerful new system, allows to actually connect any number of particles
with each other and influence them based on their referenced values.

Volume Breaker - volumeBreaker™ is available as a standalone product
and offers one of a kind performance and features. The thinkingParticles
integrated sibling of volumeBreaker" offers more power through its
100% rule based and fully procedural approach to demolition F/X. thinkingParticles
integrated volumeBreaker operator is like a standard volumeBreaker on
steroids!

Bullet Physics -
Bullet Physics is the latest addition to thinkingParticles, it is a widely
used physics engine that offers many advanced features, such as multi
threaded physics solvers as well as soft body rope physics solvers. In
contrast to PhysX from NVIDIA the Bullet physics library is open source
and is fully under our control (the developer). Like PhysX- Bullet is
used in game engines, movie productions and many 3D applications. to learn
more about Bullet physics go to : www.bulletphysics.org

ShapeCollision - welcome to the future - the future of
ShapeCollision the well known and heavily used "old" shape collision
operator and set of tools have all been upgraded to the next level of
Rigid Body Dynamics simulation technology.

Import - Data exchange support for various applications was always a strong part of thinkingParticles, and new file formats are now supported. Real Flow's "bin" file format as well as Krakatoas prt file format are now fully supported. Those file types are widely used throughout the industry to create advanced special effects.

Script - thinkingParticles introduces a powerful new way to extend
its functionality and features by using standard MAXScripting. This easy
to learn and powerful basic like language allows every thinkingParticles
user to easily extend the functionality beyond imagination!
