Mesher
Maxwell can generate meshes from Realflow BIN particle files at render time, removing the need for saving potentially large mesh files to disk and loading them inside Max. This feature is exposed through the Realflow RenderKit Mesher node, which can be created from the Maxwell category in the Create->Geometry rollup by pressing the MxMesher button. In order to render meshes, you need to add a new sequence to the MxMesher by pressing the Add button. You can pick any file in the particle sequence when prompted and the plug-in will automatically take care about replacing the frame number in the file name with the current frame. It is possible to add multiple sequences to be meshed together in the same object by using the Add button. You can also remove a sequence by clicking the Remove button while a sequence is selected in the particle sequence list. The node uses the current frame for determining the name of the files to load.
The particles are displayed in the viewport as points. The amount of points to load and display can be controlled with the Display LOD parameter. This parameter does not affect the render in any way.
You can apply a material to the mesher object like on any other Max mesh
The functioning and parameters of the mesher are described in detail in this section of the main Maxwell manual
Particles
Realflow particle sequences can be rendered in Maxwell as procedural spheres using the Realflow RenderKit Particles node. To create this node use the MxParticler button in the Create->Geometry rollout. After creating a particler node, you need to select a particle file and, similarly to the mesher node, you can pick any file in the sequence and have the plug-in resolve the correct file name on export. The particles are displayed as points in the viewport and there's a level of detail control in the main attributes group.
Realflow computes various particle attributes like velocity, force, mass, temperature and so on. These attributes, called magnitudes, can be mapped as UV channels on the particles. To add a mapping, click the Add button in the UV Channel Mapping group and select which magnitude to map on which channel.
Materials can be applied on particle objects by dragging and dropping a material from MEdit or by selecting the particler and using the assign to selection button.
This section of the main manual documents the parameters of the particle primitive.
BIN Mesh Loader