In this 3D Studio Max FX tutorial we will use Particle Flow to enhance the reactor animation. This is part 2 to part 1 viewed here.
Step 01 – Debris models
With Particle Flow, we will animate thousands of rock debris around the keyframed blocks. First we have to model some debris.
Particle Flow is able to randomly choose some models in a group at particle birth. So we will create 3 different debris models.
Create a Box. Set Length, Width, Height =10 cm. Create a second Box. Set Length, Width, Height =20 cm. and all Segs to 5.
Add a Noise modifier to the bigger Box. Set Scale: 1, Fractal:1, Strenght X, Y, Z :1cm.

We will use the big box to cut the small one. Move the big on top of the small and rotate it a little.
With The big box selected, go to create/Compound Objects/ProCutter. Check on Auto Extract Mesh, Explode By Element and Stock Outside Cutter.
Click on Pick Stock Objects and pick the small box. Now move the big box again on another little box side and redo the Pro Cutter operation until it look like a nice rock fragment.
Keep in mind the debris shape must keep compact because they will stop in random rotation, so it could be weird if the shape is long and if it stop by pointing upward.

Do 3 debris the same way. Select them all then go to Hierarchy tab/Pivot/Affect Pivot Only then click on Center to Object.

For each debris, go to Modifier/EditMesh/Face selection then select all the faces then SetID = 2.
Add a UVW map modifier . Set it to Box mapping . Apply the MultiSub-Object material from part one to it.
With the 3 debris selected, go to the main menu/Group/Group then name it “Debris”

Step 02 – Particle Flow
Hit 6 to open the Particle View.
Right-Click in the view and create a New/ Particle system /Standard flow.
Select the PF Source 01 floater then change Icon Type to Sphere then Diameter to 50 cm.
Set the Quantity Multiplier viewport% to 100 so you will see 100% of the particles in the viewport.
In the viewport, move the Particle Flow Icon Sphere in the center of the Blocks.

In the part one, I moved the blocks keyframes so the animation start at frame 25. The Particles have to start at frame 25 too.
So Select the Birth operator then change the Emit Start and Emit Stop to 25.

Select the speed operator then set the speed and variation to 300. Select and delete the Shape01 operator.
Pick a Shape Instance operator in the depot and drag it under the Rotation Operator.
With the Shape Instance Operator selected, click on the None button and pick the Debris group in the viewport.
Check on the Group Members and Multi-Shape Random Order. Now set the Display 01 operator to geometry.
You can adjust the Display 01 color if needed. this actually is the wire color only.

Ok! this start to look good. We have to put some gravity and floor collision now.
Go to the Create tab/Space warps/Forces then create a Gravity in the viewport.
Go to the Create tab/Space warps/Deflectors then create a Deflector in the viewport.
Align the Deflector to your Reactor Plane. Make it 2000×2000 cm.
Set Bounce = 0,2, Variation /Chaos/Friction= 30%.

Pick a Force operator in the depot and drag it under the Shape Instance operator.
With the force operator selected click on By List button and choose the Gravity01 in the list.
Pick a Collision operator in the depot and drag it under the Force operator.
With the Collision operator selected click on By List button and choose the Deflector01 in the list.
Check on the Collided Multiple Times and set it to 4 times.

Ok! Lets add some spin to the debris.
Pick a Spin operator in the depot and drag it under the Rotation operator.
Set the spin rate and spin variation value to 300.
We have to stop motions after the 4 collisions.
Pick a Spin operator in the depot and drag it next to Event01 floater, so it creates a new Event.
Set Spin rate to 0. Pick a Speed operator in the depot and drag it in the Event02 floater, then set speed to 0.
Select the Display02 operator and set it to geometry.
Pick a Material Static operator in the depot and drag it in the Event02 floater. Drag and drop our Multi-material on the “none” button.

That ’s done! You can now adjust the settings to modify the animation. You can even change the number of debris in the Birth operator and change their size in the shape instance operator.




