Welcome to thinkingParticles™ 5

thinkingParticles™ 5 packs more than 10 years of product development and engineering into one massive procedural dynamics effects system for 3ds Max and 3ds Max Design.

thinkingParticles is unlike anything you may have experienced before, its total approach to non linear procedural dynamics effects animation makes it stand out as the number one choice of tool for professional Artists in the industry.

Leading industry special effects icons like Mohsen Musavi, Joe Scarr, Paul Hormis, Hristo Velev, Sam Korshid, Ari Sachter-Zeltzer and many more - they all rely on the power of thinkingParticles to deliver the most amazing special effects ever seen on the silver screen.

Check out some of the VFX Blur Studio did using thinkingParticles

  • avengers.jpg
  • battleship.jpg
  • snow-white.jpg
  • mp_cap_ws.jpg
  • mp_thordw.jpg
  • mp_stitd.jpg

thinkingParticles 5 = Lightning fast Workflow !

thinkingParticles 5 implements the open standard Bullet Physics Library, a widely used physics engine, offering advanced features; such as, multi-threaded physics solvers as well as soft body rope dynamics.

The amount of high-profile companies developing for as well as using the Bullet Physics Library makes it the perfect choice for all future dynamics developments in thinkingParticles. While PhysX from NVIDIA will still remain a core feature of thinkingParticles 5, latest advancements in dynamic simulation effects will be based on open standards and proprietary cebas technology.

Rule-based Versus Event-driven Particle Systems
Where does thinkingParticles stand? The difference between event-driven particles and rule-based particles can be summed up quite simply: An event-driven particle system usually works based on "triggers" or events that must happen to activate an effect.
This implies some kind of key frame related effects while thinkingParticles is totally independent of any timing and key framing!
thinkingParticles offers true Non Linear and procedural animation technology. Rules and conditions control the particle effects, and not timers or events, that happen at certain key frames in an animation. A particle system created with thinkingParticles will always work, regardless of the timing or number of frames that may change in an animation.


  • 3ds Max 2015
  • 3ds Max 2014
  • 3ds Max 2013
  • 3ds Max Design 2015
  • 3ds Max Design 2014
  • 3ds Max Design 2013