The tyWind helper can be used as an alternative to 3ds Max’s Wind spacewarp, within a flow. It has extra axial falloff controls.
Strength: controls the overall strength of the wind force.
Decay: controls the distance decay of the wind force.
Planer/Spherical/Planar (symmetrical): controls the outward direction of the wind force. Planar wind forces point in the direction of the icon arrow. Spherical wind forces point in all directions out from the center of the wind icon. Planar (symmetrical) wind forces point in opposing directions on either side of the icon z-axis plane.
Apply force behind icon: when enabled, particles below the tyWind force plane’s local z-axis will be affected by the tyWind forces. When disabled, they will not be affected.
Turbulence: the strength of the wind’s turbulence.
Frequency: the frequency of the wind’s turbulence.
Scale: the scale of the wind’s turbulence.
Speed: controls how fast turbulence moves along the tyWind directional axis.
Increasing the speed value is a way to simulate more realistic gust-like patterns in the turbulence field. Instead of simply changing the turbulence pattern over time, like the frequency setting does, the speed setting moves the pattern through space along the direction of the tyWind icon.
Distance: particles within this distance to the z-axis of the wind will be fully affected by the wind.
Falloff: the effect on particles beyond the base distance to the z-axis, but within this falloff distance, will diminish according to the inverse-square law.
Range indicators: draws helpers shapes which represent the decay and axial falloff values in the viewport.
Icon size: controls the size of the tyWind icon.
Adding meshes to the colliders rollout allows you to occlude particles from the tyWind force, if a colliding face separates them from the origin of the wind force on the tyWind helper.
Ray divergence: controls how many degrees to diverge force rays cast from the tyWind object towards particles. The larger the value, the less sharp blocking edges around colliders will be.
Occlusion %: the amount to occlude particles from forces if a collider is hit.
Lower this value to simulate semi-occluding materials (ex: a screen door or thin cloth material). This value is additive across multiple colliders that are hit, so that if you set it to less than 100%, the more colliders that are hit, the more force-occlusion a particle will undergo.