Inputs
/ Outputs
/ Rollout
Menus

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.
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.
This Node has no Outputs available

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.