Bounce
This model is used to make particles bounce on layers in the composition. Two layers can be used; the Floor and the Wall. Particles can be set to bounce either only on the alpha of the Floor and Wall, or to use the entire layer, or to bounce on the infinite plane defined by the layer.
The Floor and Wall layer must stand still, they cannot contain any keyframes. The camera can move around in the scene, but the Floor and Wall must be still in the scene.

Floor Layer
Use this pop-up to select a floor layer. The floor layer should be 3D. The floor cannot be a text layer, instead create the text in a comp and use that comp as floor. The floor must have "continous rasterize" switched off.
When the floor layer is selected a control light named "Floor [layername]" is created. This is a locked shy layer and it is not supposed to be edited. It is just there to help Trapcode Particular to keep track of the floor.
Floor Mode
Select to use either the infinite plane, layer size or the layer alpha to bounce on.
Wall Layer
Use this pop-up to select a wall layer. The wall layer should be 3D. The wall cannot be a text layer, instead create the text in a comp and use that comp as wall. The wall must have "continous rasterize" switched off.
When the wall layer is selected a control light named "Wall [layername]" is created. This is a locked shy layer and it is not supposed to be edited. It is just there to help Trapcode Particular to keep track of the wall.
Wall Mode
Select to use either the infinite plane, layer size or the layer alpha to bounce on.
Collision Event
Controls what happens during a collision. Either bounce, slide, stick or kill. The kill mode is useful when the Aux Emitter is set to emit at collision and it is desired to remove the main particle at collision.
Bounce
How much energy is conserved during the bounce. The higher value, the higher the particles will bounce.
Bounce Random
Randomness for bounce. To make the particles bounce a little different in height. Makes it look a bit more realistic.
Slide
Controls the friction of the material. High values means particles get stalled quickly. Low values means they slide much, like on ice for example.
Step-by-step tutorial on bouncing particles on layers.