
Standard particle systems in 3ds Max offer usually a basic set of shapes
for the particles. thinkingParticles is no exception and also offers them
through the StdShape Operator.
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 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 that is to be given a standard shape. The data
stream MUST be connected and will be highlighted yellow
if it is not.
UVW - lets you define the UVW "start" point for the
material mapping. For example, when a gradient ramp is used the center
of the particle will be used as the UVW 0,0 spot. By supplying UVW coordinates
you may change the color of the particle based on the speed (controlled
by a gradient).
Vertex Color (Color) - this port is used to supply either a vertex
color (Color Channel 0) or you may pipe in the particle ID (Particle)
and assign the material a TP Variation TexMap (in the Diffuse slot) in
order to give each particle a unique diffuse color.
No Operator Outputs.

Shape Type - Choose any particle shape from the drop down list.
Whenever the ON input data stream receives a True condition, the assigned
particles will use the selected shape. The shape types themselves are
self-explanatory and are identical to the ones you find in the standard
3ds Max particle systems. (Note: the ON input is not necessarily required
- it simply allows you to force the shape to be assinged).

finalRender Instance - this works in conjunction with the "finalRender
Instance" checkbox in the Master Dynamic rollout. If this setting
is enabled on StdShape and is also enabled on the Master Dynamic then
these particle shapes will be flagged as instances to finalRender and
will significantly reduce the memory requirements of rendering.
To properly allocate memory the finalRender Instance number on the Master
Dynamic must match or slightly exceed the total number of particles using
the instanced shape who are alive at any given time. For example, if you
have a StdShape and ~40000 particles who use that StdShape during the
animation then enter 40000 in the Master Dynamic finalRender Instance
field. If only 20000 of those particles are alive at any given time then
enter 20000.
The GeomInstance operator also has a finalRender Instance checkbox. If
you have a simulation with 20000 StdShape particles and 5000 GeomInstance
particles then you would enter 25000 in the Master Dynamic finalRender
Instance field in order to tell the system there are a total of 25000
particles who use instanced geometry.
If you specify a finalRender Instance number on the Master Dynamic that
is less than the total number of instanced particle shapes then the remainder
of particles will each require additional memory for their shape.
One way to determine the proper allocation is to select the particle group
name using the instanced geometry in the Group Tree and scrub the timeline
after caching and watch the Selected number in the TP UI title bar which
will display the total number of particles in the entire system, in the
selected branch, and in the selected group. Keep track of the maximum
value and do this for each instanced particle group, then add those numbers
and enter it in the Master Dynamic finalRender Instance field.
Over - If this method is
chosen the mapping is controlled by the age of the particles. The particle
walks through the UV coordinates of the map applied. In the 3ds Max Online
Reference guide go to the Search tab and type in Using Mapped
Materials with Particle Systems to learn more about the techniques
used by this operator.
Don't forget to turn on Face Mapping in the Material if you want the mapped material to show up on the particles.
Time - The Time spinner
specifies the number of frames from birth that it takes to complete one
mapping of a particle. If set to 30 the particle uses the bottom edge
of the map at its birth and moves through to the top edge of the map at
frame 30.
Distance - The Distance spinner specifies the distance in units
from birth that it takes to complete one mapping of a particle. If set
to 50, as the particle moves along the normal vector it will display the
bottom edge of the map at birth and the top edge at 50 units along the
normal vector.
Material - Press this button to open the standard Material/Map
browser of 3ds Max. This material will be used for the particles created
by this operator.
Generated - check
this option to generate automatic mapping based on the type of particle
shape