In this tutorial for 3ds max we’ll continue to work at the Falling buttons logo series and this time we’ll take a look at how we can solve the problem using Thinking Particles from Cebas. It is a rule-based particle system, but it is a lot more of it. This video will be useful to start playing with it, trying to understand the differences between particle event-driven and rule-based. We’ll see how to create the basic setup using some nodes as MatterWaves, dynamic forces, collision with the ground and inter-particle collision. We’ll see how to add UV Coordinates, materials, and how to cache the particles to have a faster way to interact with the scene. We’ll start introducting conditions too, just to decide when the particle emitter is active or not. Rendering and compositing can be done using same parameters used in Part 2.