
Collision Map is a very special Node that is also used in a unique way.
It is the first Tool-Node created for thinkingParticles and its use differs
from all other Nodes in thinkingParticles.
As a Tool-Node it is meant to act on its own and not in a complex wire
network. Collision Map can be used "on its own" or along with
Particle groups.
This Tool-Node is intended for advanced breaking or demolition effects,
it automatically creates animated maps that contain necessary breaking
or fragmentation information for further processing with the Fragment-Node.
Collision Map creates automatically animated intersection maps, representing
an animated intersection between two or multiple objects. All selected
objects are tracked and evaluated against collisions, any collision or
intersection will create a gray scale pixel in the map representing the
distance of the surface. This gray scale map can then easily be used as
a fragmentation map.
It is also important to note, that this is a static effect,
this means if your animation changes the collision map needs to be re-recorded
as well.
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.
No Operator Outputs.

Pick Object - Click this button to activate the object picking
mode that allows to pick one or multiple objects in the 3ds max view port.
When you pick more than one object, the first in the list of objects
will become the one object that receives the collision map! All other
objects below will collide with the first in the list to create the collision
map.
Rem - press this button to remove the selected object from the
list of objects
Select Record File - brings up a standard save dialog that lets
you choose a file name for the collision map. Keep in mind that this is
a sequence of files or a movie file.
Important:
The collision map will be renamed automatically! An ID number will be added
to the name you have supplied, when you create a collision map for a Cube
object for example, multiple collision maps will be created. Each face
ID will create a collision map on its own, resulting in 6 individual movie
files or image sequences all named like filename_id1, filename_id2 and
so on.
Active Time Segment - choose this option to use the
3ds max time line for recording the collision map.
Range - check this option, to use a custom time line range. The
first value indicates the start frame that will be used for recording
the collision map.
To - sets the end frame for the collision map recording
Sub Samples - increase this value to raise the accuracy when tracking
collisions
Material ID - 0 sets the material ID that should be used to create
the collision map for. A value of 0 will automatically create collision
maps for all available material IDs.
UV Channel - sets the UV channel to create a collision map
Scan Depth - sets the ray length to search for possible object
collisions on all surfaces of the object
Map Width - sets the width of the collision map in pixels
Map Height - specifies the height of the collision map in pixels
Render - choose this option,
to automatically re-create the collision maps before
rendering starts.
On - check this option to
create a special blow up collision map that increases automatically in
size over time.
Speed - sets the speed in pixels that should be used to radially
extend the collision point/area. The end result will always be a pure
white map and when used with the Fragment node, it will mean total fragmentation
of the object.