Thank you for making this tutorial! I've only watched 14 minutes so far but you have already provided solutions to so many things I was struggling with in a similar case! Excellent work!! 😍👍
Georgy Feodosevich Voronoy (Russian: Гео́ргий Феодо́сьевич Вороно́й; 28 April 1868 - 20 November 1908) was a Russian mathematician noted for defining the Voronoi diagram. He came up with a formula to break a volume into parts, which is now called Voronoi Fracture.
Hello again. I have a question. I want to make some educational videos like yours. Can I make excatly do same video like this one but in Turkish? Or I can translate this one and add subtitles. Of course if I make a video I can promote this channel too. Let me know what do you think. Thanks a lot.
very good video only concern is that you do things without showing them I can't see everything, a lot of parameters that are changed and that we do not see ... Would it be possible to see a tutorial to make a plane crash in a building or what? (the 2 take damage?)
Hey fab, sorry if I missed something you need, I edit it heavily to keep it snappy and to the point because I umm and ah a lot! You may have to pause to see the settings. It may be possible once I get back in to making videos, which will hopefully be very soon.
Oh yeah I only rendered with Corona that's why I tagged it in there, it is more of a tyflow tutorial though. My Corona settings are pretty straight forward, I basically leave everything at default settings, but add 0.5 of denoising to speed it up, which means you can get away with lower passes. For lighting, I simply put a HDRI in the environment slot, google "aversis hdri" to find some good ones.
Hi! I'm not familiar with unreal chaos, but one way to prevent certain areas from destructing would be to add an "Object Test" in Event 001, pick your anchor point object as the test object. Send this test out to another event with a "PhysX Switch" and set it to "Kinematic". Now adjust the distance in the Object test to increase/decrease the radius of what you don't want effected, you can add multiple objects in here to assign more anchor points.
Loved the tutorial! very detailed but kept to the point. Looking forward to many more. Any chance you can do a video on Corona? I've never used it before and was hoping you were going to go over it.
Ah yeah sorry, I only mention it because I render with it. Corona is an extremely fast, mostly unbiased physically based renderer witch only uses CPU. Most of the PBR renderers these days are very similar and their settings are minimal, so if you've already mastered one, you will be able to use Corona easily. But I have a soft spot for Corona, coz it's FUCKING SICK! I am planning on doing an optimising tutorial soon which I will use Corona, so maybe that will have some good stuff in it to help out.
Hey Stu, thanks for sharing this! Can you help me with an issue... in your sim, right from the start, the sphere doesn't start to interact with the building until it actually collides. But on my sim, the ball acts like its started to collide at frame 0. Like the building is already starting to explode before the sphere has even reached it. What am I doing wrong mate? I watched another vid of a ball hitting a wall, where the guy changes the sphere to a kinematic collider, and that fixes the problem, but when I do that the destruction is pants. cheers mate.
Woop, thanks for reaching out. That's a strange one and hard to tell without seeing your scene. How were you changing it to kinematic fyi? Also, this might be dumb, but are your units, scale and xforms correct? If you can link me to your file I could help more. Cheers!
@@StuLloyd thanks for getting back to me mate! I actually saw another vid where the guy was smashing down a wall with a sphere, and in that he seemed to have the same problem at the start, where the wall was reacting before the collision, so he dropped a Physx Switch in, changed it to kinematic and that solved it, but then the sphere acts more like a bullet and not a wrecking ball lol here's his vid you can see at the start what he does: ua-cam.com/video/U6pMAa2vckw/v-deo.html
@@paulmarshall3053 Ah gotchya, yep so what they're doing is initially setting the wall to kinematic, which means it will be present in the sim, but it won't react dynamically, only with user animation. So they test to see when the ball gets close to some pieces, it sends them to another event which makes them dynamic, this is good in some scenarios, but in my tutorial, the entire building needs to react, that's why it's set to dynamic from the start, I then use binds to hold it together so it doesn't crumble too son. As for it not reacting like a wrecking ball, this is most likely down to scale, make it huge like a building and it should react properly.
i learned this is from the Shell being too thin and the structure collapsing in on itself before impact. If you delete your sphere, you will see it still happens. Remake your simple box with a thicker shell (thicker walls) and itll support itself on its own before impact better
Every time I try to start my simulation, I get a message telling me that it failed, telling me to close all other applications, and to change the size of my grid resolution. So I do, and it still doesn't work, any idea how to fix this?
Wow great tutorial , can you make beach scene using phoneix fd ? Wetmap foam and splashes , make the sand wet because of the waves ? And helicopter crash and make the body bend using tyflow
You'll have to build your own, or you can download one. The one I used in this tut is from Turbo Squid. Just make sure you check it's scale is correct after importing it.
Add an 'Export Particles' operator, set it to Objects, set it's time range to the frame you want, be sure too untick 'Scale To Zero' in the pre-born/deleted/ignored section
@@Zoe-cd1nk No worries. It would be easier to map the building before breaking it. then in the voronoi settings, make sure you set the broken faces to a different material ID. If you want to see what they all look like while simulating, you need to apply a multi/sub material to the tyflow icon. Once you export your final meshes though, you can just apply the material to each exported object like normal.
@@StuLloyd i will give it a try. But this scene was meant to be textured in Substance Painter and set up in UE4. I will put ur video link in references when I figure everything out
Best TyFlow tutorial I've seen. Thanks!
Thank you :)
best video for that specific case so far. thanksies!
Thank you :)
Thank you for making this tutorial! I've only watched 14 minutes so far but you have already provided solutions to so many things I was struggling with in a similar case! Excellent work!! 😍👍
No worries! Glad it can help :)
subscribed, this trick is faster in production for building destruction than houdini, no baking times.. awesome, learn a lot from this tut
Cheers :)
Instant sub based on that National Tiles reference at the beginning. Classic!
Great tutorial.
You are very good at explaining your choices 🙌
Subbed!
Cheers mate!
Cool! It is better and more flexible than RayFire plugin.
Thanks a lot dude! Sticking to the ground was my case :)
wow, outstanding man great tut, just come across tyflow and this is truly amazing software
Georgy Feodosevich Voronoy (Russian: Гео́ргий Феодо́сьевич Вороно́й; 28 April 1868 - 20 November 1908) was a Russian mathematician noted for defining the Voronoi diagram.
He came up with a formula to break a volume into parts, which is now called Voronoi Fracture.
Cheers for the info :)
Thanks for this amazing tutorial, but why my corona plugin not render tyflow particles?
Cheers! Hmm, have you placed a mesh operator in the event?
Thanks dude. Amazing tutorial!
Thanks . beautyfully explained tutorial please make more tutorial of tyflow .
thanks
Ya the best gay I ve ever met, thanks for the tutorial. 2 years old video but still lit.
Cheers! Not sure about the gay, but cheers for the comment ;)
@@StuLloyd
Hello again. I have a question. I want to make some educational videos like yours. Can I make excatly do same video like this one but in Turkish? Or I can translate this one and add subtitles. Of course if I make a video I can promote this channel too. Let me know what do you think. Thanks a lot.
Yeah sure :)
very good video only concern is that you do things without showing them I can't see everything, a lot of parameters that are changed and that we do not see ... Would it be possible to see a tutorial to make a plane crash in a building or what? (the 2 take damage?)
Hey fab, sorry if I missed something you need, I edit it heavily to keep it snappy and to the point because I umm and ah a lot! You may have to pause to see the settings. It may be possible once I get back in to making videos, which will hopefully be very soon.
@@StuLloyd yeah i have paused the video and make speed to 0.25 😂 but its really nice ! Can you explain how you make you're parameter for corona ? 🤔
Oh yeah I only rendered with Corona that's why I tagged it in there, it is more of a tyflow tutorial though. My Corona settings are pretty straight forward, I basically leave everything at default settings, but add 0.5 of denoising to speed it up, which means you can get away with lower passes. For lighting, I simply put a HDRI in the environment slot, google "aversis hdri" to find some good ones.
@@StuLloyd thanks man ! Good work 😁
awesome! thank you Stu
thanks
great work......can i use vray for this?
Yes, tyflow is actually designed to work specifically with Vray
Amazing Video! your the best!! keep doing this!
Awesome
well done! Thank you very much for the tutorial!
So awesome dude, thank you very much :)
Hello, is there a way i can add anchor point like unreal chaos, which will prevent the destruction from happening inside that area ?
Hi! I'm not familiar with unreal chaos, but one way to prevent certain areas from destructing would be to add an "Object Test" in Event 001, pick your anchor point object as the test object. Send this test out to another event with a "PhysX Switch" and set it to "Kinematic". Now adjust the distance in the Object test to increase/decrease the radius of what you don't want effected, you can add multiple objects in here to assign more anchor points.
Is there a way to fix wiggling or shake from the building before its hit and after?
Loved the tutorial! very detailed but kept to the point. Looking forward to many more.
Any chance you can do a video on Corona? I've never used it before and was hoping you were going to go over it.
Ah yeah sorry, I only mention it because I render with it. Corona is an extremely fast, mostly unbiased physically based renderer witch only uses CPU. Most of the PBR renderers these days are very similar and their settings are minimal, so if you've already mastered one, you will be able to use Corona easily. But I have a soft spot for Corona, coz it's FUCKING SICK! I am planning on doing an optimising tutorial soon which I will use Corona, so maybe that will have some good stuff in it to help out.
👍👍👍👍👍
👍👍👍👍👍+👍
Hey Stu, thanks for sharing this! Can you help me with an issue... in your sim, right from the start, the sphere doesn't start to interact with the building until it actually collides. But on my sim, the ball acts like its started to collide at frame 0. Like the building is already starting to explode before the sphere has even reached it. What am I doing wrong mate? I watched another vid of a ball hitting a wall, where the guy changes the sphere to a kinematic collider, and that fixes the problem, but when I do that the destruction is pants. cheers mate.
Woop, thanks for reaching out. That's a strange one and hard to tell without seeing your scene. How were you changing it to kinematic fyi? Also, this might be dumb, but are your units, scale and xforms correct? If you can link me to your file I could help more. Cheers!
@@StuLloyd thanks for getting back to me mate! I actually saw another vid where the guy was smashing down a wall with a sphere, and in that he seemed to have the same problem at the start, where the wall was reacting before the collision, so he dropped a Physx Switch in, changed it to kinematic and that solved it, but then the sphere acts more like a bullet and not a wrecking ball lol here's his vid you can see at the start what he does: ua-cam.com/video/U6pMAa2vckw/v-deo.html
@@StuLloyd I'll tidy mine up a bit and link you - really appreciate the help
@@paulmarshall3053 Ah gotchya, yep so what they're doing is initially setting the wall to kinematic, which means it will be present in the sim, but it won't react dynamically, only with user animation. So they test to see when the ball gets close to some pieces, it sends them to another event which makes them dynamic, this is good in some scenarios, but in my tutorial, the entire building needs to react, that's why it's set to dynamic from the start, I then use binds to hold it together so it doesn't crumble too son. As for it not reacting like a wrecking ball, this is most likely down to scale, make it huge like a building and it should react properly.
i learned this is from the Shell being too thin and the structure collapsing in on itself before impact. If you delete your sphere, you will see it still happens. Remake your simple box with a thicker shell (thicker walls) and itll support itself on its own before impact better
Every time I try to start my simulation, I get a message telling me that it failed, telling me to close all other applications, and to change the size of my grid resolution. So I do, and it still doesn't work, any idea how to fix this?
Sir smoke will not render in vray 5
Wow great tutorial , can you make beach scene using phoneix fd ? Wetmap foam and splashes , make the sand wet because of the waves ?
And helicopter crash and make the body bend using tyflow
Great tutorial, thanks a lot!
Where did you find the building model and can you share it?
Cheers! Pretty sure it was this one: www.turbosquid.com/3d-models/3d-model-building-apartment-1380467
@@StuLloyd Thank you so much for the link :)
Is building already available ?
Or you have to build it first
You'll have to build your own, or you can download one. The one I used in this tut is from Turbo Squid. Just make sure you check it's scale is correct after importing it.
@@StuLloyd thank you 😄
One more thing can i render it on GTX 1650 ti
I ask because blender lag too much on high annotation rendering perticularly when I add too segment annotation
@@mayankchoudhary6870 Depends on your renderer, which are you using? I'm using Corona in this video, which does not support GPU.
THANK YOU!
Can you please provide sence file
How to turn the result (last animated frame) into edit poly? I just want the models
Add an 'Export Particles' operator, set it to Objects, set it's time range to the frame you want, be sure too untick 'Scale To Zero' in the pre-born/deleted/ignored section
@@StuLloyd hey thanks for replying. I'm making a 3d environment for my school project. Any idea how to texture the particles?
@@Zoe-cd1nk No worries. It would be easier to map the building before breaking it. then in the voronoi settings, make sure you set the broken faces to a different material ID. If you want to see what they all look like while simulating, you need to apply a multi/sub material to the tyflow icon. Once you export your final meshes though, you can just apply the material to each exported object like normal.
@@StuLloyd i will give it a try. But this scene was meant to be textured in Substance Painter and set up in UE4. I will put ur video link in references when I figure everything out
@@Zoe-cd1nk As long as you set it's mapping coordinates, you can still texture in SP and use in UE4.
MA MAAAAAAAAAAAN!
You must use generic units in unit setup otherwise the pieces will fly off to space at birth
thanks bro
NICE! How to explode a building?
You could add a Force operator, then set it to reference a 3ds max PBomb object.
@@StuLloyd thx a lot!
18:36 lol
now I will destroy everything :D
Then my job here is done!
26:05 :D :D :D :D
Hello, Im wondering if you can provide me your e-mail so I can contact with you for some "personal project" questions. Thank you and great tutorial!!
Hey Guille, sure, can you check to see if it's listed in my about section?
@@StuLloyd No, it's not. Thats why I asked you 😢
@@scarfwili Sorry, I just wanted you to check so I can confirm it's not showing, I will have to look in to that. It's stulloyd@ymail.com
@@StuLloyd I've already sent the email, can you check if u got it? Thank you.