Material Time

 

Inputs / Outputs / Rollout Menus

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Animated materials and textures in combination with particles are somehow tricky and complex to setup with standard 3ds Max tools. This is why this Node comes in handy, it allows to specifically control an animated material for each individual particle.

In 3ds Max particle systems can not simply visualize different materials at different animation times on multiple particles. The view port representation of the animated materials or textures are not the same as in the rendering. A test rendering needs to be done to ensure the outcome of the animated material matches your intention.


 
 
 
 
 
 
Operator Inputs

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.

Particle
- (Particle) This input data stream reads in the currently selected particle group to be used by this Node.

Material Time
- (Frame) used to feed in a material time value as a standard 3ds Max frame number

Type
- (Integer) used to set the Material Time method.

0 = User Defined Time
1 = Operator Time
2 = Particle Age Absolute
3 = Particle Age Relative
 
 
Operator Outputs 

This Node has no Outputs available

Rollout Menu 

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Material Time
- becomes active, dependent on the chosen option below. In general, this parameter is used to supply a fixed time value that will then be used to calculate the animated material effect.

User Defined
- when this is checked, the Material Time specifies the frame that should be used for the material animation.

Operator Time
- check this option to use the Time value of the operator, this operator Time will be used to animate the material.

Particle Age Absolute
- when checked, the material will be animated directly with the value of particle age. When a particle's age is 80, the material will receive the animation time 80.

Particle Age Relativ
- check this option to use the particle age information in relation to the Material Time value. When a particle is born the material animation will start (material at frame 0) as the particle gets older and dies the material animation will be set to the frame number as supplied by Material Time. This make it possible, for example, to let the particles fade out (with an animated opacity) when they die.