Amaizing dude, clears many of my doubts, also makes me not have to use thinking particles xD, that thing is sooo complicated for a new comer , specially one that comes from blender
Quick tip: If you keep re-using an identical operator and want it to stay consistent, you can paste it as an instance. That way any change you make to, for example your PhysX collission operator percolates through the rest of your setup. Cheers!
Amazing Tutorial, you explanation is fantastic really learned a lot from you. I could even say that you are my main teacher in Phoenix and now as well as in Tyflow ( together with Allan ).
Awesome, Jesse. Not sure, if it’s an easy explanation, but: I have a box that collides with the ground. When it does, I’d like to break a few chunks of the edges, corners (edge fracture?) - but mostly the box should stay intact. Would it be easy for you to list the flow and operators for me? Thanks so much!🥰👍
you are the best my friend... i think i will leave the archi , Little by little , and I want to finish my lessons from the particles . Do you think it is a right decision?
thanks for all. Following your tutorial, If i have the surface test at 1 meter, the wall begins to break down when the car is at 1 meter. How can i make th wall begining to break exactly when the car touch it?
Great tutorial indeed. i have a question though. i am having a problem creating a chain like effect because of the convex hull not being accurate to the mesh. can you make a tutorial please? thanks for sharing your knowledge.
its possible to add some particle spawning from collission of the voronoi ? the are some way to add a noise in the cracking of the voronoi as is in C4D & Houdini that add distortion in the voronoi breaking ??? thx and keep make tutorial ;)
18:15 There's an issue here The stones splits before reaching the ground without any thing that hits them How can I fix that? Do I need to change the speed condition to maybe force?
Just might need to adjust the threshold numbers where the condition is met. So it only breaks when it’s closer to the ground, or when it reaches higher speed
Man you're just on a role! Great stuff man, loving every bit of it all :) Would you consider maybe a video/s going over the different node types in tyflow?
Thanks! I don’t think I’ll make a video like that because it would be so long and boring but all of the operators will eventually be covered throughout these tutorials
Thanks Jesse for tutorial, i have a question. How to add to broken pieces (displacement map)? Voronoi fracture - because the fractures are very flat. How does the detail of the broken parts increase with map (displacement map)?
@@RedefineFX Really? Brother i know how to export :P but i dnt think only exporting and importing will work. it require a separate pipline, we will need to asign a bon eto every object with some kind of script i guess.
If I want the Jeep to drive on the Wall chunks that fall in front of the jeep?Right now the Jeep is just going straight,how can I say,When the wall breaks,the chunks become like a broken ground and the car intercats with it and drive on the chunks?
Great and helpful as always. Funny thing, I made a very similar animation yesterday with a ball cradhing through a brick wall and although the result is pretty much the same, my approach was a lot different. Yours is less complicated though! I found the brick fracture very nice,though. Was honestly waiting for you to add that somewhere but then, not every wall is made of bricks :D
I basically added a collision with the ball/car in the birth node first, that would then fracture the wall. So the wall would remain unfractured (for rendering purposes) and would only fracture when the first collision happens. Another collision in the second node with the ball/car would still apply all the kinetic energy to the fragments.
Amazing dude, but I have one question: when I start render, do not appear my particles on the render, just the objects I created. can you give me some advice? thanks!
Maybe restyling the icons to make them consistent with the new clean modern ones max has for several releases. How old was actually this Particle editor UI ?
@@RedefineFX I recall you have said you kept the old style of icons, did you ? My suggestion was to give them the same style to those Max UI team has started to introduce in the main UI and in some editors. They really need to unify the UI style there are so many different icons styles and sizes, different title and menu bars , different graphs and input styles depending in what editor or manager you are. Since your plugin is the coolest and most ambitious and the most fresh thing and actually useful that happen to max in quite a while it would be nice trying making the style of the icons consistent with the new ongoing Max restyle
Hi Jesse. I am really struggling to find a good way to make a car flip sequence,like a car is around a sharp turn but loses control and flips over several times and stops. how would you do it? Thanks
I learn a lot from your tutorials. Thank you! Please tell how to "switch off" the default ground (z=0) for TyFlow? Right now I only can rise all object above Z=0
Hey please can you tell me how to increase or decrease the tyflow animation to our own custom frames, for example if i have 64 frames shot and it want the whole animation to be withing this frames how i can do that? sorry i'm kinda new
If I increase the Distance to surface the wall starts breaking before the car gets there. Also your wall falls a lot slower at the end too. Did you do anything different that you for got to show?
Amaizing dude, clears many of my doubts, also makes me not have to use thinking particles xD, that thing is sooo complicated for a new comer , specially one that comes from blender
Glad it helps! Thanks 🙏🏻
@@RedefineFX no thanks you, been watching for a couple of weeks and finally decided to comment!
Great fx tutorial over Phoenix fd ...hi there sir myself Rony an VFX student from India
I can't believe how a great artist with such amazing content doesn't have over 100k! You're the best man, very clear Tutorials! Keep it up!
Quick tip: If you keep re-using an identical operator and want it to stay consistent, you can paste it as an instance. That way any change you make to, for example your PhysX collission operator percolates through the rest of your setup. Cheers!
Crowd running tutorial Jesse!!!!
RedefineFX is on fire!
🔥🔥🔥
Thanks for sharing your experience with us. Great tutorial
nice detailed tutorial thank you
nice quick and super high quiality tutorials
Thanks 🙏🏻🙏🏻
Ahah ... very nice at 20:34 .. that's a VERY violent antenna ahah
Very nice video !!
Thanks 😊
Very nice tutorials, very direct and concrete, easy to follow! Great work, hope to see more of it, thanks for the effort :)
Amazing Tutorial, you explanation is fantastic really learned a lot from you.
I could even say that you are my main teacher in Phoenix and now as well as in Tyflow ( together with Allan ).
Great presentation style! Thanks for sharing :)
Helpful and to the point. Awesome!
Love my rayfire and will keep on using it. But TYFLOW IS THE REAL SHIZZLE... going to give this a go...
Thank you
Nice work Jesse! You are on fire. Thank you for all your help.
Good job bro! Fun to watch and do We request you to create more tutorials
Thank you, more soon
Amazing tutorial, thank you very much :)
wonderful !!! I try it now!!!
Wow ! great job!... I am just speechless!! and I can not thank you enough..
Great tutorial. Quick question:- As I am new to Dynamics, How to put texture of a wall? thanks in advance.
Awesome tutorial! Thanks alot Jesse!
Thanks Dragan!
Awesome, Jesse. Not sure, if it’s an easy explanation, but: I have a box that collides with the ground. When it does, I’d like to break a few chunks of the edges, corners (edge fracture?) - but mostly the box should stay intact. Would it be easy for you to list the flow and operators for me? Thanks so much!🥰👍
Just turn up the physx bind breaking to like 50,000 and it will stay stuck together. Then keep lowering it for desired effect
Just amazing! Thanks Jesse!
Nice tut. How can I determine to the broken parts for reality ?
thanks man great tutorial, btw how we can creat particles at the edges of each voronoi edge to simulate smoke and debris from those ?
Hey, I’m covering this exact technique in my upcoming Torque course (launches Feb 7)
Loving Tyflow so far! It's just what 3ds max needed. Thanks for the shared knowledge and would gladly see more tyflow related uploads in the future
Thanks! I love it too. There are more tutorials in the works.
TyFlow seems super impressive!
Thank you for sharing!
Thanks for your help, great tutorial Jesse
Thanks alot Jesse! You are a legend sir!
nice tutoriel . but just one question. do you know how we can make an id inside of the rocks for add some displace ?
the pain that took over 20 years is done by you guys. the pain PF ! good job !
you are the best my friend...
i think i will leave the archi , Little by little , and I want to finish my lessons from the particles .
Do you think it is a right decision?
Greate one. Thanx, mate.
Nice one Jesse, really fun tutorial and made me aware of the property test node!
Glad it helped! Thanks!
You are a genius!
thanks for all. Following your tutorial, If i have the surface test at 1 meter, the wall begins to break down when the car is at 1 meter. How can i make th wall begining to break exactly when the car touch it?
Only enable the surface test one frame before the car hits it
thanks for all! one love @@RedefineFX
ya it's great. We need more tutorial like this.
You shall receive
Amaizing! Thank you for the tutorial and the free project file! Dude i'ts save me lots of time!!! thanks
good work! already waiting for a new tutorial.
Great tutorial indeed.
i have a question though. i am having a problem creating a chain like effect because of the convex hull not being accurate to the mesh. can you make a tutorial please?
thanks for sharing your knowledge.
I haven’t done this myself but will try & look into it. Thank you for the comment 🙏🏻
Nice! Lots of potential, thanks for sharing
Is there a way you could make pieces on the floor to stop moving? The way it is, it looks like they are alive.
its possible to add some particle spawning from collission of the voronoi ? the are some way to add a noise in the cracking of the voronoi as is in C4D & Houdini that add distortion in the voronoi breaking ??? thx and keep make tutorial ;)
18:15
There's an issue here
The stones splits before reaching the ground without any thing that hits them
How can I fix that?
Do I need to change the speed condition to maybe force?
Just might need to adjust the threshold numbers where the condition is met. So it only breaks when it’s closer to the ground, or when it reaches higher speed
@@RedefineFX I will try that and see
Thanks 🤍
Can you do a tutorial on the Brick fracture in tyflow please?
it's covered in my tyflow course ;)
Hello! Thx for tutorial. I have a question. Can i pick as a physhx collison object in tyicon?
Man you're just on a role! Great stuff man, loving every bit of it all :) Would you consider maybe a video/s going over the different node types in tyflow?
Thanks! I don’t think I’ll make a video like that because it would be so long and boring but all of the operators will eventually be covered throughout these tutorials
@@RedefineFX hehe, fair enough. Appreciate your videos either way :D
Thanks Jesse for tutorial, i have a question. How to add to broken pieces (displacement map)? Voronoi fracture - because the fractures are very flat. How does the detail of the broken parts increase with map (displacement map)?
Great job
Could you connect this up to a Phoenix system to have it generate some cool smoke aswell?
Am very sure thats possible, because phoenix can interact with the standard particle system in 3ds max, and this should not be any different
Excellent tutorial. This reminds me on the time I was struggling to get this effect with rayfire
Thanks 🙏🏻
Great tutorial, i want to break a animated object, but when i put voronoi it stops the animation...
Yeah it doesn’t work like that unfortunately
Respect. great tutor
Thank you
Great tutorial!
Thank you Bartek
Cool/ I would like to see full rig on tyflow such as grain and smoke
What would be the best way to emit phoenix smoke from the inner faces when they break?
Can we add smoke to this with the help of phoenix FD?
Thanks.
Very nice tutorial! I appreciate it!
Thank you 🙏🏻
Great one as always, keep it up
Nice!! i use rayfire to do that, its easy, but, as u explain the TF its easy to understand, and realy nicer simulations can happen
Yes rayFire is great for just destruction but there’s so much more you can do with tyflow on top of that
Awesome Tutorial !! Apreciate it man
thank you Jesse hope to make part2 with smoke
Yup it’s coming
Very nice man! You give sow mach for the community, thanks bro!
good job master
Can you guide us how me can export this for a game project like in UE4 may be? some premade physics for games, a lot of people do that.
Use the export operator, then export out of Max as .obj
@@RedefineFX Really? Brother i know how to export :P but i dnt think only exporting and importing will work. it require a separate pipline, we will need to asign a bon eto every object with some kind of script i guess.
I don’t know I’ve never used UE4.....brother
Hey there ! I wanna know if your Tyflow was the Beta version or not, thx for the answer and your videos are awesome !
I didn't see the (BETA) up there, I have my answer ^^
I have the same version as everyone else. Not that it matters whatsoever
mantap mas brow...jos tenan
Would love to see tyFlow and Pheonix FD in action!
Literally recording that tutorial right now
how do you unleash cuda for TYFLOW simulation? greetings
this is awesome man!
do you know how to connect them to phoenix fd or fumefx ?
You could just use the particle system as emitter for Phoenix, for example to create dust.
and just animate the dust emission (dense smoke) to trigger once the collisions happen.
If I want the Jeep to drive on the Wall chunks that fall in front of the jeep?Right now the Jeep is just going straight,how can I say,When the wall breaks,the chunks become like a broken ground and the car intercats with it and drive on the chunks?
I have a question. When we use Voronoi how can I hide the fractions for glass material before shatter and other parts of glass did not broken?
this is covered in my tyflow course ;)
@@RedefineFX thanks, where can I find it?
RedefineFX.com
@@RedefineFX Thank you :(
@@RedefineFX Thank you again, But could you please more specific, which tutorial or series?
increasing the distance does affect bigger area but my building starts collapsing even before my car gets to it. How can i fix it? Thanks
thank you!
Very good tutorial, but can you make a second part with smoke?? please
Working on it
@@RedefineFX thanks!!!
Great and helpful as always. Funny thing, I made a very similar animation yesterday with a ball cradhing through a brick wall and although the result is pretty much the same, my approach was a lot different. Yours is less complicated though! I found the brick fracture very nice,though. Was honestly waiting for you to add that somewhere but then, not every wall is made of bricks :D
I basically added a collision with the ball/car in the birth node first, that would then fracture the wall. So the wall would remain unfractured (for rendering purposes) and would only fracture when the first collision happens. Another collision in the second node with the ball/car would still apply all the kinetic energy to the fragments.
Please make a creature modeling tutorial with all the passes like ziva dynamic...
NatiMohanty hey, thanks for the comment but it’s only FX on this channel. I hate modeling
Could you make a follow up on how to add smoke and debris
Yes
Amazing dude, but I have one question: when I start render, do not appear my particles on the render, just the objects I created. can you give me some advice? thanks!
Add mesh operator
RedefineFX it worked! Thank you!
how export project in obj or 3d file ? work open after in ADOBE after Effects?
Can I use a Physx switch or is this the only method to stop the wall of activating straight away ?
this tutorial is a bit outdated at this point actually and yes you can
Hello. Is there a way ,make tyflow not to re simulate the voronoi fracture, each time we change parameters in flow ?
It’s not
Maybe restyling the icons to make them consistent with the new clean modern ones max has for several releases. How old was actually this Particle editor UI ?
Not sure what you mean? TyFlow came out a week ago it’s sparkling new :)
@@RedefineFX I recall you have said you kept the old style of icons, did you ? My suggestion was to give them the same style to those Max UI team has started to introduce in the main UI and in some editors. They really need to unify the UI style there are so many different icons styles and sizes, different title and menu bars , different graphs and input styles depending in what editor or manager you are. Since your plugin is the coolest and most ambitious and the most fresh thing and actually useful that happen to max in quite a while it would be nice trying making the style of the icons consistent with the new ongoing Max restyle
I didn’t make tyFlow. Tyson Ibele did ;)
Which version of 3Ds max are u using? How to download it??
Thanks a lot!
So good man, thank you :)
Hi Jesse. I am really struggling to find a good way to make a car flip sequence,like a car is around a sharp turn but loses control and flips over several times and stops. how would you do it?
Thanks
Car crash FX are on the list! Thanks for your interest
@@RedefineFX it's the flips I cant think of how to make.Thanks you Jesse
Sir what difference between thinking particle or tyflow?
I learn a lot from your tutorials. Thank you! Please tell how to "switch off" the default ground (z=0) for TyFlow? Right now I only can rise all object above Z=0
Turn off default ground plane in the main tyflow settings
Hey please can you tell me how to increase or decrease the tyflow animation to our own custom frames, for example if i have 64 frames shot and it want the whole animation to be withing this frames how i can do that? sorry i'm kinda new
Check out my bullet time tutorial for retiming
How do you composite the destruction in Real life? I need a real life demonstration. Tnx
Brother how u composite in the live action footage pls help !
There will be a course this spring
@@RedefineFX make it quick bro...can't wait
can you tell what your pc setup?
sir can u show how to render realistically these animations?. i have done most of ur tutorial but i dont know how to render!!
There are tutorials for that all over UA-cam
Is it necessary to have Phoenix FD to make 3d liquid or is it possible to create it also with tyflow ?
As of right now tyflow doesn’t sim liquids
do you need 32 gb ram for it running smoothly?
Hello Jesse, plz tell me why i cant find BIRTH SHAPE in my TYFLOW v0.16122 ?
BIRTH OBJECT, will do the job.
If I increase the Distance to surface the wall starts breaking before the car gets there. Also your wall falls a lot slower at the end too. Did you do anything different that you for got to show?
You can activate the wall one frame before the car hits it. I didn’t do anything differently. Everything is shown.
@@RedefineFX so activate it at frame with a physx switch? Thanks for your reply