Create panel > Space Warps > Deflectors > Object Type rollout > PDynaFlect
PDynaFlect (planar dynamics deflector) is a planar version of the dynaflector, a special class of space warp that lets particles affect objects in a dynamics situation. For example, if you want a stream of particles to strike an object and knock it over, like the stream from a firehose striking a stack of boxes, use a dynaflector.
Note: You use dynaflectors in the same way as omniflectors; that is, you can use them as deflectors alone, with no dynamics simulation. Because they take physics into account, dynaflectors are slower than omniflectors. Therefore, it is recommended that you use dynaflectors only when a dynamics simulation is involved.
Many dynaflector parameters are the same as those for omniflectors. However, the procedure of associating the dynaflector with both the particle system and the object to be affected is more complex than the simple binding used by omniflector.
To create a particle/dynamics system:
Create or load a scene containing a non-event-driven particle system and an object to be affected by the particles (hereafter called "the object"). Position and orient the two as desired so that the particles strike the object.
On the Create panel, click Space Warps. Choose Deflectors from the drop-down list, and then click one of the dynaflector
buttons (PDynaFlect, SDynaFlect, or UDynaFlect). Drag in a viewport to create the deflector.
If using a PDynaFlect or SDynaFlect, position the space warp icon where the particles strike (or will strike) the object. Resize and orient it as needed.
Also, link the PDynaFlect or SDynaFlect as a child of the object. This step isn't absolutely necessary, but allows the deflector
to follow the object as it moves.
If using a UDynaFlect, go to the Modify panel > Parameters rollout, click the Pick Object button, and then select the object. The position of the space warp icon doesn't matter, and it's not necessary to link the two.
Bind the particle system to the dynaflector using the toolbar Bind to Space Warp button.
On the Dynamics rollout, click New to create a new simulation.
Click Edit Object List, and add the object to the dynamics simulation.
Click Edit Object. On the Edit Object dialog, click Assign Object Effects and assign the dynaflector to the object.
Note: Because only those particles displayed in viewports are used in the dynaflector calculations, solving the dynamics involves three requirements:
On the Dynamics rollout, turn on the Update Display w/Solve check box above the Solve button.

The two spinners specify the start frame and end frame of the deflection effect.
Time On/Off—Time On specifies the frame at which the deflection begins, and Time Off specifies the frame at which the deflection ends.
These settings affect the reflection of particles from the space warp.
Reflects—Specifies the percentage of particles to be reflected by the PDynaFlect.
This affects both the particles and the dynamics reaction of the object struck by the particles. The more particles that strike the affected object, the more force applied to that object. If set to 0.0, the particles have no effect on the object.
Bounce—This is a multiplier that specifies how much of the initial speed of the particle is maintained after collision with the PDynaFlect.
Using the default setting of 1.0 causes the particle to rebound with the same speed as it collides. A real-world effect would usually be less than 1.0. For a "flubber" effect, set greater than 1.0.
Variation—Specifies the variation of Bounce applied to the range of particles.
For example, a Variation setting of 50% applied to a Bounce setting of 1.0 would result in randomly applied Bounce values ranging from 0.5 to 1.5.
Chaos—Applies a random variation to the bounce angle.
When you set Chaos to 0.0 (no chaos), all particles bounce off the PDynaFlect surface perfectly (like banking pool balls). A non-zero setting causes the deflected particles to scatter.
Friction—The amount by which particles are slowed as they move along the deflector surface. A value of 0% means they're not slowed at all. A value of 50% means they're slowed to half their original speed. A value of 100% means they stop moving when they strike the surface. Default=0%. Range=0% to 100%.
Tip: To have particles slide along a deflector surface, set Bounce to 0. Also, unless influenced by a force such as Wind or Gravity, particles meant to slide should strike the surface at an angle other than 90 degrees.
Inherit Vel—(Velocity Inheritance) Determines how much of a moving PDynaFlect’s speed is applied to reflected or refracted particles.
For example, if Inherit Vel is 1.0, particles with no motion that are hit by a moving PDynaFlect inherit the speed of the PDynaFlect at the point of collision.
These options let you set the mass of each particle.
Mass—Specifies the mass based on the chosen unit.
gram—One gram equals 1/1000 kg or 22/1000 Lbm at a gravity of 1.0.
Kg—One kg (kilogram) equals 1000 grams or 2.2 Lbm at a gravity of 1.0.
Lbm—One Lbm (pounds-mass) equals 5/11 kg or 454 5/11 grams at a gravity of 1.0. (Pounds-mass, the amount of mass in one pound of weight, is dependent on gravity. For pounds-mass values at a gravity other than 1.0, multiply the pounds-mass value by the gravity factor.)