- Choose whether the Frost icon is displayed in the viewport.
- Icon Size
- The size of the Frost viewport icon.
- Velocity to Map Channel
- When enabled, the Velocity will be written to the specified Map channel of the Frost mesh.
- Map Channel
- Specifies the Map channel to copy the Velocity data into. Default is 2.
Control when the Frost mesh is rebuilt. Building the mesh can take a while, so you may want to limit how often it is done.
- When Frost Changes
- When enabled, the mesh will be rebuilt whenever a parameter in a Frost rollout is changed.
- When Particles Change
- When enabled, the mesh will be rebuilt when an object in the Particle Object list changes.
- Force Viewport Update
- Rebuild the mesh now.
- Open Online Help...
- Open the Frost Online Help in the default web browser. Requires internet connection.
- Configure License...
- Display a License Configuration dialogue, which allows you to add, remove, or change your software license.
- Show Log Window
- Display the Frost Log Window. This log window lists errors, warnings, and other messages from Frost.
The Presets Rollout allows you to manage custom presets of parameter values that can be applied to any other FROST object.
To load a preset and apply its settings to the current FROST object, simply click on a preset name in the Preset List
- Saves the current FROST object settings to a presets file. A new dialog will open, allowing you to specify which parameters to be saved. By default, all parameters except for the icon size will be highlighted. Use Ctrl+Click and SHIFT+Click or the Add, Invert and Default buttons to highlight the controls you want to save. Enter the name of the preset in the Name field. Press the SAVE PRESET button to save, or CANCEL to exit.
- Set Default...
- Sets the currently highlighted preset as the default to be loaded when a new FROST object is created.
- To disable the default preset loading on new object creation and use the factory defaults instead, highlight the Custom Settings entry, then press Set Default. A prompt will appear asking you to confirm the operation.
- Deletes the currently selected preset file from disk.
- Opens the folder containing the preset files in Windows Explorer. You can use this option to manage preset files, for example copy presets to other computers, email them to friends and so on.
Note: This feature is identical to the Presets system of Krakatoa PRT Loader objects.
Particle Objects Rollout
The Particle Objects rollout allows you to choose scene particle sources to mesh using FROST. If you'd like to mesh a particle data file instead, see the Particle Files Rollout.
- Select a single particle object to add from the viewport. Right-click or click the Pick button again to cancel.
- Launch a dialog box that allows you to select particle objects from the scene by name.
- Particle Object List
- A list of objects that add particles to this FROST object.
- Remove the selected particle objects from the particle object list.
- Options >>
- Open a context menu with options to clean up, reorder or sort the Particle Objects list in various ways:
- Select Highlighted In the Scene
- Selects in the scene the objects that are highlighted in the Particle Objects list.
- Remove Deleted Objects
- Cleans up the Particle Objects list by removing any entries left from objects that have been deleted from the scene.
- Highlight In List
- Highlights all entried in the Particle Objects list.
- Inverts the highlighted entries in the Particle Objects list.
- Highlights the objects of the same class as the highlighted object.
- Move Highlighted
- To Top
- Moves one or more highlighted objects to the top of the list. The relative order of the moved objects will be preserved.
- One Object Up
- Moves exactly one highlighted object up one position. The selection will be preserved, allowing multiple clicks to move several positions up. If there are more than one highlighted objects or the top most object is highlighted, this option will be grayed out.
- One Object Down
- Moves exactly one highlighted object down one position. The selection will be preserved, allowing multiple clicks to move several positions down. If there are more than one highlighted objects or the bottom most object is highlighted, this option will be grayed out.
- To Bottom
- Moves one or more highlighted objects to the bottom of the list. The relative order of the moved objects will be preserved.
- Ascending Alphabetical Order
- Sorts the whole list in Alphabetical order in ascending order, from A to Z and a to z.
- Descending Alphabetical Order
- Sorts the whole list in Alphabetical order in descending order, from z to a and Z to A.
- Scene Creation Order
- Sorts the whole list in scene creation order from oldest to newest, reflecting the order of the scene tree. Note that linking and then unlinking a child from its parent will send it to the end of the scene tree.
- Object Type
- Reorders the current list by object class, e.g. all Boxes in one consecutive block, all Particle Flows in another, all SphereGizmos in their own block and so on.
- Reverse Current Order
- Flips the current order of the list regardless of how it was achieved. For example, to sort by newest to oldest creation order, one could execute "Sort In Scene Creation Order" and then "Reverse Current Order".
Particle Flow Events Rollout
The parameters in this rollout control which Particle Flow Events add particles to FROST.
Note that a Particle Flow object can only contribute particles if it is in the Particle Objects list in the Particle Objects Rollout.
- All Events
- When this is selected, FROST will use particles from all Particle Flow events.
- Selected Events
- When this is selected, FROST will only use particles that are in events listed in the Particle Flow Events list, which is described below.
The following controls are enabled only if you choose Selected Events.
- Shows the Select Particle Flow Events Dialog, which lets you add or remove events in the Particle Flow Events list.
- Removes the selected events from the Particle Flow Events list.
- Options >>
- Displays a context menu with the option "Remove Deleted Events". This option can be used to clean up <Deleted> entries from the list belonging to events that have been deleted from Particle View.
- Particle Flow Events list
- The list of Particle Flow Events that will be included in the FROST mesh.
Thinking Particles Groups Rollout
The parameters in this rollout control which cebas thinkingParticles Groups add particles to FROST. This rollout is visible only if you have cebas' thinkingParticles installed.
Note that a thinkingParticles object can only contribute particles if it is in the Particle Objects list in the Particle Objects Rollout.
- All Groups
- When this is selected, FROST will use particles from all thinkingPartices groups.
- Selected Groups
- When this is selected, FROST will only use particles that are in events listed in the Thinking Particles Groups list, which is described below.
The following controls are enabled only if you choose Selected Selected Groups.
- Shows the Select Thinking Particles Groups dialog, which lets you add or remove events in the thinkingParticles Groups list.
- Removes the selected groups from the thinkingParticles Groups list.
- Options >>
- Displays a context menu with the option "Remove Deleted Groups". This option can be used to clean up <Deleted> entries from the list belonging to groups that have been deleted from Particle View.
- thinkingParticles Groups list
- The list of thinkingParticles Groups that will be included in the FROST mesh.
Particle Files Rollout
The Particle Files rollout allows you to add particle data files to mesh using FROST.
If you'd like to mesh a scene particle object instead, see the Particle Objects Rollout.
- Open a Select the Particle File Sequence dialog. To add a particle file sequence, select a file from the sequence, and press Open.
- Remove the selected files from the File List.
- File List
- A list of the particle files being used by this FROST object.
- Reload Source Sequences
- Reload all of the particle files for the current frame.
- Load Single Frame Only
- Load the exact particle file name you selected, and do not attempt to load different frames.
- Use Playback Graph
- Enable the Playback Graph control, which is described below.
- Playback Graph
- This animatable parameter controls which file frame number is loaded for each scene frame.
- Frame Offset
- This offset is added to the scene frame number to calculate the particle file frame number. For example, if you are on frame 1 in the scene, and the Frame Offset is 10, then Frost will load frame number 11 from the file sequences.
- Limit To Custom Range
- When enabled, FROST will only load frame numbers inside the range given by the First Frame and Last Frame controls.
- Range button
- Attempt to find a frame range that is present in all of the sequences in the Particle Files list. If a range is found, then the First Frame, Last Frame, and Limit To Custom Range controls will be set. If no common range can be found, then a warning dialog box will appear instead.
- First Frame
- When Limit To Custom Range is enabled, this is the first frame number that FROST will load.
- Last Frame
- When Limit To Custom Range is enabled, this is the last frame number that FROST will load.
- Before Range Behavior
- Control what particles FROST will use for frames before the First Frame. Hold First will load the first frame, while Blank will load no particles.
- After Range Behavior
- Control what particles FROST will use for frames after the Last Frame. Hold Last will load the last frame, while Blank will load no particles.
Specify the unit of length in the particle files. Frost will convert this into 3ds Max system units. See File Units Scaling for more information.
Control how the Material IDs are set in the FROST mesh.
The following options are available:
- Single Material ID
- The entire FROST mesh will have Material ID 1.
- ID from MtlIndex Channel
- The Material ID will be set from the particles' MtlIndex channel.
- ID from Shape Number
- (Requires Meshing Mode: Geometry) Each object in the Custom Geometry list will get its own Material ID in the FROST mesh. For example, the first object in the Custom Geometry list will get Material ID 1, the second object in the list will get Material ID 2, etc.
- ID from Geometry
- (Requires Meshing Mode: Geometry) The FROST mesh will keep the same Material IDs as the objects in the Custom Geometry list.
- Material from Geometry
- (Requires Meshing Mode: Geometry) The FROST mesh will use the same materials as the Custom Geometry objects. Press the Create Material button to build the material and apply it to the FROST object.
- Meshing Mode drop-down list
- This drop-down controls the particle meshing mode. See Meshing Modes for more information.
- Enable in Render
- Enable mesh creation during rendering. When disabled, FROST will produce an empty mesh at render time.
- Enable in Viewport
- Enable the Frost mesh in the viewport. When disabled, Frost will produce an empty mesh in the viewport.
- Use Render Particles
- Some particle sources generate different particles in the viewport and render. When enabled, Frost will use the render particles to create the viewport mesh.
- Load Mode drop-down list
- This list provides the following options:
- Mesh First N Particles
- Load particles from the beginning of each particle source until the desired count is reached. If the particles are ordered (for example saved from geometry primitives, or emitted over time), this mode will show only a small region that is unrepresentative of the overall shape of the particle cloud, but since loading just a portion of the file is much faster than reading the whole file, it was made the default setting. If the particles in the cloud are completely random (unordered), the result of this mode will look like the result of Mesh Every Nth Particle but without the speed hit.
- Mesh Every Nth Particle
- Balance loading through the files, skipping particles to reach the final count. If the particles are ordered (for example saved from geometry primitives, or emitted over time), this mode will display a lower particle count that would still represent the overall shape of the particle cloud correctly. On the negative side, this mode requires each particle object on the current frame to be opened and read from start to end, making this mode the slower one.
- Mesh Every Nth by ID
- Balance loading through the files, skipping particles based on their ID channel (if present) to reach the final count. If every particle has a unique ID, the same particles will be loaded even if other particles are born or die, resulting in a stable flicker-free particle cloud over time. This method has the same speed drawback as Mesh Every Nth Particle.
- Particle %
- Define the percentage of particles (either first N or every Nth) to be meshed as fraction of the total particle count.
- A default radius that is used for all particles.
- Use Radius Channel
- When enabled, particles will get their radius from their own radius information. Particles that do not have radius information will use the value in the Radius control instead.