
The Meta Shape Operator gives you the ability to create
metaballs around your thinkingParticles particle systems. MetaParticles
or metaballs can be used in many situations, but they
are mostly used to create liquids or blobby slime effects. Metaball surfaces
are procedural surfaces that are formed around the particle system and
blend together to create one blobby surface that creates the look of a
contiguous liquid. This surface remains closed until the particles move
far enough apart to overcome the tension value and break apart into smaller
blobby surfaces. Depending on the effect you want, you can get water,
mercury, maple syrup and other liquid effects with varying surface tension
properties.
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 that is to be given a standard shape. The data
stream MUST be connected and will be highlighted yellow
if it is not.
Tension - (Scalar) This input data stream is used to override
the Tension spinner value within the MetaShape rollout.
Variation - (Scalar) This input data stream is used to override
the Variation % spinner value within the MetaShape rollout.
Coarseness Render - (Scalar) This input data stream is used to
override the Render spinner value within the MetaShape rollout.
Coarseness View - (Scalar) This input data stream is used to override
the Viewport spinner value within the MetaShape rollout.
One Connected Blob - (Bool) This input data stream is used to
override the One Connected checkbox state within the MetaShape rollout.
No Operator Outputs.

Tension - This spinner determines the "tightness" of
the procedural liquid surface with regard to their tendency to blend together
with neighboring particles. The higher the Tension value, the harder the
blobs and the harder it is for them to merge or blend together.
Variation % - This spinner specifies the amount of variation within
the Tension effect so that the surface isn't created too evenly. This
can be helpful when you want a more "lumpy" effect.
Render - This spinner sets the coarseness for the metaball surface
in the rendered scene. In general this specifies how accurately the metaparticle
solution is calculated. The higher the Render coarseness value, the less
calculation is needed and the quicker the surface is generated. However,
if the coarseness is too high, there may be little or no metaparticle
effect at all. Always try to set coarseness to a level just sufficient
to render as smoothly as you require.
Viewport - This spinner sets the coarseness for the metaball viewport
display. Usually the viewport is set to a much more coarse value than
the Render coarseness to speed interaction within the 3ds Max
viewports.
Relative Coarseness - determines how the coarseness values will
be used. If this option is turned off, the Render Coarseness and View
Coarseness values are absolute, where the height and width of each face
on the blobmesh is always equal to the coarseness value. This means the
faces on the blobmesh will retain a fixed size even if the metaballs change
size. If this option is turned on, the size of each blobmesh face is based
on the ratio of the metaball size to the coarseness, which will cause
the blobmesh face size to change as the metaballs become larger or smaller.
Use Mesh - by default thinkingParticles will use spherical blobs
to create a "melted" and continuos surface between multiple
particles.
Large Data Optimization - This option provides an alternate method
for calculating and displaying the blobmesh. This method is more efficient
than the default method only when a large number of metaballs are present,
such as 2000 or more. Turn on this option only when using a particle system
or other object that produces a large number of metaballs.
Material - Pick this button to open a standard Material/Map browser
to choose a material that will be applied to the metaball surface.
Metaball surfaces do not have any mapping coordinates assigned. As such, procedural or non-UVW materials must be used for Meta particles.