
A really cool way to create particles in a particle system is by drawing
them, and this is exactly what the Particle Draw Operator
is designed to help you do. With the help of a virtual brush you may freely
draw one or more particles in 3D space.
NOTE: when using the Max Painter option the Options button specifies
a curve from 1.0 to 0.0 -- this will apply depth to the painting regardless
of Depth Variation (as Depth Variation is only responsible for varying
the depth specified by the Options curve). In order to get completely
flat-on-the-surface painting, set the Options curve to go from 0.0 to
0.0.
ON - (Bool) This input data
stream determines whether the operator is considered 'on' or 'off'. You
can connect other operators to this input channel such as a Bool Helper
to activate/deactivate the whole operator.
Time - (Time) This input data stream is used to define the local
time for the operator when the user wants to override the default system
time.
Life Span - (Life Span) This input data stream is used to override
the Life Span spinner within the Particle Draw rollout.
Speed - (Speed) This input data stream is used to provide a velocity
value to the particles as they are born.
Direction - (Direction) This input data stream is used to provide
a directional vector for the born particles to use for their motion.
Spin - (Spin) This input data stream is used to provide the angular
direction value for the born particles to use for their motion.
Size - (Size) This input data stream is used to provide relative
sizes to the born particles.
Mass - (Mass) This input data stream is used to give a physical
mass to the born particles.
Alignment - (Alignment) This input data stream is used to align
the born particles with a selected Node's alignment (fed in through a
Node
Helper or Particle
Data Helper).
Born Particle - (Particle)
This output data stream sends particle data for newly created particles
to other operators. Every particle birth will activate all rules connected
to this particle data stream. As a result , this can be used to directly
assign a value to the particle.
Particle Frame Counter - (Integer) This output data stream provides
a "counter-like" function that holds the current number of created
particles at the given frame. This counter is reset per frame and starts
over again at 0. As a result, you can use this output data when you want
to trigger other rules based on the creation of a certain number of particles.
Do not confuse this value with the lifetime particle ID every particle has.
Particle Animation Counter
- (Integer) This output data stream provides a "counter-like"
function that holds the current number of created particles at the given
point in the animation. This counter is NOT reset per frame and accumulates
the total number of particles created over the course of the animation.
As a result, you can use this output data when you want to trigger other
rules based on the creation of a certain number of particles.

Draw Particle - Press this button to enter the particle draw mode.
As long as this toggle is depressed and highlighted, 3ds Max
is in draw mode and you can draw in the active viewport window.
On single screen displays, you can minimize the main dialog of thinkingParticles as long as you are drawing particles in the modeling viewports.
One Particle - Check this option to draw one particle
per mouse click, only. If you want to change the depth of the cursor in
an Orthographic viewport, you can hold down the Ctrl-key.
This will restrict the brush movement "into" the screen perpendicular
to your viewing mode. When you activate the draw mode, you will see the
following cursor in the viewports:

With each click, a single red point will be placed in your scene and will
be made part of the currently selected particle Group.
Radial - To draw multiple particles at one time in a spherical
volume, select this option. If you want to change the depth of the cursor
in an Orthographic viewport, you can hold down the Ctrl-key.
This will restrict the brush movement "into" the screen perpendicular
to your viewing mode. When you activate the draw mode, you will see the
following cursor in the viewports:

With each click in the viewports, a cluster of red points (based on the
Count setting) will be placed in your scene and made part of the currently
selected particle Group.
Radius - This parameter defines the size of the particle brush
in world units. Of course, while painting, be aware that you can interactively
change the size of spherical radius of the brush by holding down the Shift-key.
Also, if you want to interactively raise or lower the number of particles
to be drawn within the volume, you can hold down the Ctrl+Shift
keys together. By moving your cursor up in a viewport, you will
increase the particle count to be drawn, while moving your cursor down
in the viewport will decrease the particle count to be drawn. Watch the
Count value as you do this to see the total count.
Count - This spinner value defines the number of particles that
should be drawn by each mouse click within the spherical volume.
Max Painter - To draw particles on existing geometry within your
scene using the familiar 3ds Max painting tools, choose
this option. You will be given the ability to adjust the spray parameters
within the Options dialog to control how fast particles are applied to
your geometry.
Be aware that this option will NOT function if you have no geometry currently selected within your active viewport.
Options - Clicking on this button will bring up the
familiar Painter Options dialog from 3ds Max as shown
below.

To learn more about the controls within this interface, go to your online
3ds Max User Reference and from the Index tab type in paint weights. This
will bring up this dialog so that you can see what all of the options
provide.
Count - This spinner determines the maximum number of particles
that can be drawn per stroke from the 3ds Max painter
cursor. Higher values will produce more particles quickly, while lower
values will keep the flow of particles onto the surface of the geometry
slow.
Depth Var. [%] - This spinner defines the randomization along
the height of the paint stroke. This makes only sense if there is actually
a height value in the paint cursor.
Group - Before you draw any particles in the active viewport,
think about where you want to store them.
From the Group dropdown list you can select any particle group that should
be used to store the particles you draw. Be aware that you can change
the particle Group at any time, even when you are drawing particles at
the same frame.
Life Span - This spinner sets the maximum life span for the drawn
particles in frames for each particle created by the draw operation.
You can change the Life Span setting at any time to draw particles with different Life Spans.
Variation [%] - Increase
the variation parameter beneath Life Span to assign slightly different
Life Span values for each particle created by the Particle Draw Operator.
When you set Variation to 100%, every particle created will get a different
Life Span value.
Random Seed - Each particle Generator carries its own random seed.
Change this spinner value to make the particles behave differently from
other Particle Draw Operators.
Every time you draw particles with the Particle Draw Operator, you need
to be aware that the draw operation is recorded on a specific frame. This
allows you to have particles generated at specific points in time, so
keep track of where you are within the 3ds Max time slider.

When drawn, the particle list will show the frame number (prefaced by F:)
and the number of particles (prefaced by C:) that were
drawn and are to be created at the specified frame.
All - Clicking on this button
will remove all of the drawn particles from the list, regardless of what
Frame they were created on.
Frame - You can selectively remove groups of particles from the
list by highlighting the name within the list and clicking this button.
At that point, the selected particle block created on that frame will
be removed from the list.
Frame Offset - lets you shift the start frame of the draw operation.
Increase this number to move forward in time with the particle generation
of this operator.
This set of controls lets you take a selected group of drawn particles
(from the list window) and make it so that they are born over a range
of frames in the direction that you originally drew them. This can produce
some interesting write-on effects with your particles - so if you wanted
to do a barnstormer plane doing skywriting, using the Expand to Timerange
controls would help you produce the look you want.
If you know that you're going to want to use this feature within Particle Draw, it is a good idea to create a separate Particle Draw operator for each write-on effect you are going to produce. Since this functionality takes a block of particles and re-times them over a range of frames (creating a potentially huge list of particles), if you have other blocks of particles drawn exactly where you want them, it could take some time to delete the extra entries in the list window should you make a mistake. By keeping each of these effects separate, you can ensure that you can quickly erase what you've done and try again should you need to.
Start Time - This spinner
defines the frame that you want the write-on effect for the selected drawn
particle set to start on.
Length - This spinner defines the number of frames that you want
the write-on effect to occur over. So if you have set the Start Time to
a value of 5 and the Length to 90, it means that the particle drawing
will start on frame 5 and run for 90 frames (to frame 95).
All - Clicking on this button will take all of the drawn particles
from the list and apply the write-on effect to them regardless of the
frame they were created on.
Frame - You can selectively apply the write-on effect to groups
of particles by highlighting the name within the list and clicking this
button. At that point, the selected particle block created on that frame
will have the write-on effect applied starting at the specified frame
(in Start Time) and running for the specified number of frames (in Length).