ThinkBox Stoke MX v2.5.2 for 3ds Max 2017 to 2020 Win
Title: ThinkBox Stoke MX v2.5.2 for 3ds Max 2017 to 2020 Win
An easy to use Particle Simulator for 3ds Max designed to simplify and accelerate the creation of high volume particle clouds driven by Velocity Fields (originally available as Stoke MX 1.0). Supported Velocity Field sources include FumeFX simulations and Stoke Velocity Fields, other particle animations fromParticle Flow, Thinking Particles or external particle file sequences in PRT or RealFlow BIN formats, 3ds Max Force SpaceWarps etc.
A set for poweful Field Manipulation tools enabling the creation and simulation of new Fields including Velocity Fields, the loading and saving of Field data using industry standard formats, the editing of existing fields and the integration of Field data with 3ds Max sub-systems like Particle Flow, MassFX, mCloth, Hair&Fur, Materials, most renderers, and more.
The complete Genome toolset including added support for Stoke Field-related query operations, as well as new Loop nodes for iterative operations over vertices and faces.
Where Does It Fit In The Thinkbox Product Family?
Stoke MX is based on Krakatoa, Magma and Ember core technologies.
The Stoke Particle Simulator is a valid Krakatoa MX rendering particle source.
The Stoke Particle Simulator supports all Krakatoa MX PRT objects as “Distribution Sources” to seed dynamic particles based on other particles.
The Stoke Particle Simulator accepts Krakatoa Magma and Krakatoa Delete modifiers for channel post-processing and particle culling.
The Stoke Particle Simulator produces PRT file sequences that can be loaded with Krakatoa PRT Loaders.
The Stoke Particle Simulator particles can be meshed directly using the FROST particle mesher (v1.3.5 or higher).
All Stoke Fields can be sampled to particles and rendered in Krakatoa or meshed in FROST.
Where Does It Fit Inside 3ds Max?
The Stoke Particle Simulator is a much faster alternative to FumeFX particle advection using Particle Flow and FumeFX Follow.
The Stoke Particle Simulator can use all native and 3rd party 3ds Max particles to advect new particles and produce higher-resolution simulations.
Stoke Fields can be used to control Particle Flow simulations via a dedicated Stoke Field Follow operator and can even trigger events using Selection Fields.
Stoke Fields can be converted to Forces and affect any 3ds Max sub-systems supporting Force SpaceWarps including native and 3rd party particle systems, MassFX, mCloth, Hair&Fur etc.
Stoke Fields can be converted to 3D procedural texture maps to integrate with all 3ds Max renderers that support the native 3ds Max materials (excluding mental ray and iRay which use their own independent shaders)
Stoke Fields can be rendered directly in all 3ds Max renderers that support the 3ds Max Atmospheric effects sub-system using a dedicated Stoke Atmospheric Effect. These renderers include Default Scanline and V-Ray. (mental ray and iRay are not supported due to their incompatible shading system)