tyFlow Advanced Destruction VFX Tutorial by
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- Опубліковано 1 жов 2024
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This tyFlow for 3Ds Max VFX tutorial covers several destruction techniques. We start by setting up a car driving through a wall and destroying it using the voronoi fracturing, physx shape, binding the fragments together using the PhysX Bind operator and then breaking those binds based on conditions, using the property test operator to set up various conditions, such as only further breaking fragments that are moving above a certain speed or are larger than a certain size. We also use a surface test to further break fragments that come in contact with the ground, and only activate the wall to break when the car is within a certain distance. tyFlow is amazingly fast and calculating these rigid body simulations and you can pretty much see everything happen in real time, even as you change the settings, with tens of thousands of fragments.
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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!
Crowd running tutorial Jesse!!!!
Amazing tutorial, thank you very much :)
Thanks, Just note that Birth Shape changed name to Birth Object
You REALLY should leave some BIG chuncks. No wall breaks in soooo small pieces.
how export project in obj or 3d file ? work open after in ADOBE after Effects?
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 tutorial. Quick question:- As I am new to Dynamics, How to put texture of a wall? thanks in advance.
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!
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
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!
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
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
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
do you need 32 gb ram for it running smoothly?
mantap mas brow...jos tenan
Hello! Thx for tutorial. I have a question. Can i pick as a physhx collison object in tyicon?
Hello Jesse, plz tell me why i cant find BIRTH SHAPE in my TYFLOW v0.16122 ?
BIRTH OBJECT, will do the job.
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
when ,i choose the mesh hull type,,physics shape node is not working,,its working with other convex,box ,sphere hull types ..i think tyflow has a bug with mesh hull type...do you know about this...?
Mesh hull type only works as a collision object not as a dynamic PhysX object. This is not a bug.
Jesse, there is not a good tutorial of people running. Please
Sure Andrew, I'm adding that to the long list of potential tutorials.
@@RedefineFX for sure we need a crowds tool in max..and it seems that NOW with tyflow its possible... i'd love to see that as well
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
how to use all of this in real footage
i'm working on a course
Very nice tutorials, very direct and concrete, easy to follow! Great work, hope to see more of it, thanks for the effort :)
thank you Jesse hope to make part2 with smoke
Yup it’s coming
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
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
how do you unleash cuda for TYFLOW simulation? greetings
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 ;)
Ahah ... very nice at 20:34 .. that's a VERY violent antenna ahah
Very nice video !!
Thanks 😊
Hello. Is there a way ,make tyflow not to re simulate the voronoi fracture, each time we change parameters in flow ?
It’s not
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 fx tutorial over Phoenix fd ...hi there sir myself Rony an VFX student from India
RedefineFX is on fire!
🔥🔥🔥
Love my rayfire and will keep on using it. But TYFLOW IS THE REAL SHIZZLE... going to give this a go...
Thank you
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)
Is there a possibility to bake the particles in tyflow?
i want to do smth like this in slow motion, but if the car is animated in slow mo the interaction with tyflow is weird.
There’s a tut for that on the channel already
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.
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?
how can i export this it doesnt work
How to turn the result (last animated frame) into edit poly? I just want the models
export operator
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, with me is that my VRay was not found.
where can I get the right version. greetings
Nice tut. How can I determine to the broken parts for reality ?
can you tell what your pc setup?
Is there a way you could make pieces on the floor to stop moving? The way it is, it looks like they are alive.
I don't know how to render the car...
Respect. great tutor
Thank you
Great presentation style! Thanks for sharing :)
How do you composite the destruction in Real life? I need a real life demonstration. Tnx
One question to you Jesse, do you have problems rendering those particles with Vray Distributed Rendering? If I do this (5 Rendernodes) every node will render the particles differently. I know this from Pflow, but that could be solved by putting the pflow settings to Full Frame. Tyflow is on 1/1 frame per default and it also caches the particles by default, so I have no solution for this.
I don’t know, try looking in the forums. I don’t use distributes rendering (yet)
@@RedefineFX I actually found a recent post by Tyson himself - it´s a known issue and he will fix it soon. So far (for all DR users) there is one workaround: Use the "export cache" operator in the tyflow editor and export the whole pre-cached cache to a file. It will then place a TyCache icon in the scene. Then all you need to do is DEACTIVATE the whole original flow, or both will render overlapping. Then the DR nodes will get the actual positions of the particles.
Can you do a tutorial on the Brick fracture in tyflow please?
it's covered in my tyflow course ;)
nice tutoriel . but just one question. do you know how we can make an id inside of the rocks for add some displace ?
Which version of 3Ds max are u using? How to download it??
Wow ! great job!... I am just speechless!! and I can not thank you enough..
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
How to covert as video?
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!
Please can you do tutorial Tyflow car flip or car explosion.
Thanks for sharing your experience with us. Great tutorial
Hey Jesse, I've applied he texture to TyFlow but when I render it's only become visible when the simulation happen
Hey i got in little trouble i got vray 3.6 and phonix fd not sure of version of phonix fd
But in render when i am use vray rt gpu render no animation renderd so what should i do any suggestion.
And yes also normal cpu render is ok
Animation render and slides change but in gpu (cuda)only one slides does not render animation
I think you need to upgrade to newest version of everything
@@RedefineFX oh ok thanks but ill use crack version so ill tried vray 4.1 but there is no phonix version crack available so but thank you so much
the pain that took over 20 years is done by you guys. the pain PF ! good job !
Son of a Gun, you just dig it like thinking particles .. thank you a lot ..... did you check either we can use couple of condition to send particles in another group i mean condition may be as per scale, velocity or spin ... testing couple of properties at once and sending it to another even ? you just going to kill CEBAS lol
nice quick and super high quiality tutorials
Thanks 🙏🏻🙏🏻
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 🤍
Very good tutorial, but can you make a second part with smoke?? please
Working on it
@@RedefineFX thanks!!!
Cool/ I would like to see full rig on tyflow such as grain and smoke
Can we add smoke to this with the help of phoenix FD?
Thanks.
What would be the best way to emit phoenix smoke from the inner faces when they break?
ya it's great. We need more tutorial like this.
You shall receive
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
Could you make a follow up on how to add smoke and debris
Yes
my object not interacting with the fluid. even if i follow the tutorial? plz help
What fluid
@@RedefineFX wups wrong tutorial i commented on. but anyway. i learned alot from this one
Sir what difference between thinking particle or tyflow?
You are a genius!
How add more rough details to the sides instead of flat.
Tutorial for that exists on UA-cam
Where I get tyflow? link: please.
Wow, if I had gotten out earlier I wouldn't have used pf particles for my breakage
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 ).
how i can export ?
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
R.I.P Pulldownit
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
how can I add dust to the debris with phoenix fd
Thanks for your help, great tutorial Jesse
Awesome Tutorial !! Apreciate it man
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 🙏🏻
How do you export this to use in after effects?
Can someone put tyflow download link here for me ? I will be glad.
Beta dot tyflow dot com
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.
Very nice man! You give sow mach for the community, thanks bro!
Thank you for sharing!
Amaizing! Thank you for the tutorial and the free project file! Dude i'ts save me lots of time!!! thanks
Awesomeness ..
thank you!
Helpful and to the point. Awesome!
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
raise 3ds max to houdini level? )))
I wish!
Great job