Using custom geometry as particles in 3dsmax / pFlow handles nicely the geometry and the shaders but the particles ignore Arnold properties in many cases - how can I use displaced geometry as particle instances?
You can use the Physical material and pipe a displacement sub-network to the displacement slot.
Now, add the material to a box and use this box as particle instance.
Adjusting the displamcement strength with a float as in this case, scales the actual displacement.
We now have instanced mesh with displacement, inside a Pflow event.
I am using the Arnold standard surface shader - how the physical shader is related to this topic?
I need the Arnold properties to work on the particles.