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
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
thinkingParticles offers industry standard strength and a world of choice in physics simulation technology! With the integration of the renowned Bullet Physics Library, thinkingParticles now introduces more choices than any other rigid body simulation product for 3ds Max.
General Enhancements and overall Speed
Some of the unique changes include the Max Recursion factor, which was added to the volumeBreaker Node. Other optimizations are strictly code related and do not have visible controls, yet, will still make your heart pound!
Autonomous Vehicle Simulation
Vehicle simulation has never been easier nor more advanced! The combination of rule based and 100% procedural animation capabilities makes thinkingParticles the best choice for special effects and physics simulation in 3ds Max.
Rope Simulation Done Right
thinkingParticles offers one of the most advanced Rope soft-body simulation tools available for 3ds Max. Every single aspect of a Rope simulation can be done either in a fully procedural way or manually with the help of standard 3ds Max tools. Check out the video below to learn more about the spline based approach.
thinkingParticles offers one of the industries' best Rigid Body Dynamics solvers capable of creating accurate and stable results even when working with very low Sub-Frame Sample rates, which is key to speed and high volume animation F/X output.
Supernatural Dynamics Engine
The Dynamics Solver has been re-written in order to create the most enhanced performant Dynamics Solver for thinkingParticles, so far. The newly developed SC operator takes advantage of the latest CPU multi-core technology to bring down simulation times when dynamically changing meshes are used in rigid body simulations.
Joints - The Procedural Way
Another more advanced Joint helper has been added to the tool-set to be used with the new ShapeCollison rigid body solver.
Rigid body particle dynamics and especially joints are among the new, "big" things in thinkingParticles that have been fine tuned and optimized to the best possible extent.
Geometry influences Particles!
thinkingParticles lets you control every aspect of a particle by rules or conditions. One remarkable node is the rule-based Motion Inheritance Operator. Particles may be influenced by moving geometry, speed, rotation, or both aspects. Any component of an object movement can be used to influence particle movements.
volumeBreaker on Steroids
thinkingParticles 5 is the first and only Particle F/X product offering a fully procedural and integrated volumeBreaker engine. The thinkingParticles integrated vB offers much more power and flexibility through its concept of doing everything non-linearly and procedurally.