I promise my next tutorial will not be so long :( THE WHOLE EXPLANATION FALLS APART AT 8 MINUTES HERE'S WHAT I TRIED TO SAY IN NICE WORDS:
"Basically this division step is actually used to scale the vector component so that when we scale it after rounding, it comes back to a similar length to what we started with. otherwise, without the division we will get much much smaller vector components. "
Here's my super unprofessional first tutorial. I wanted to take you guys through and poorly explain how my "better network modifier" works. Basically this is how you would constrain particles to a grid, and you can do this in any package, not just XP. There are many methods for achieving this effect, like you could convert to spherical coordinates and do it that way, but this hack worked just fine and is very quick to build!
The all-new xpCloth Dynamics system brings remarkably fast cloth simulations right into the X-Particles workflow. You can drive cloth with any X-Particles Modifier and rip it apart with the advanced tearing options. This feature adds a whole new dimension to motion design effects and destruction VFX shots.
xpCloth, the next chapter in our ongoing journey to bring our users a fully unified dynamics system right inside Cinema 4D.