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tyFlow pour 3ds Max enfin disponible en beta ouverte

tyFlow

Fin 2018, nous avions évoqué l’ambitieux projet de Tyson Ibele, animateur à Toronto. Ce dernier était laissé par ce qu’il considérait comme la stagnation de Particle Flow, et annonçait un objectif ambitieux : « ramener 3ds Max au 21ème siècle » en réécrivant à partir de zéro un outil aux capacités supérieures.

Si à l’époque des tests étaient déjà visibles, restait à passer l’épreuve du feu, avec une mise à disposition des utilisateurs de 3ds Max. C’est désormais chose faite : l’outil est désormais disponible au téléchargement sous forme de beta ouverte et gratuite. Mieux encore, quelques scènes sont incluses histoire de vous faire la main plus rapidement.

La documentation, la roadmap et le téléchargement sont disponibles sur le site officiel. Vous trouverez par ailleurs ci-dessous quelques exemples d’animations créées avec tyFlow, également disponibles sur Instagram.

 
 
 
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tyFlow’s unified particle solver makes it really easy to mix different forces and effects. Here I imported several high resolution 3D body scans into tyFlow and converted them into cloth. Then I advected and tore them using a PhoenixFD fluid simulation. tyFlow features a custom cloth tearing solver that can compute a huge numbers of individual cloth tears in very little time. Despite each of these meshes having over a million faces, tyFlow only took a few seconds per frame to perform all the necessary computations. 3D scans from: 3DScanStore.com #tyflow #autodesk #physx #procedural #generative #animation #cloth #rigidbody #softbody #simulation #cg #3d #vfx #3dsmax #particles #mdcommunity #mgcollective #ssequential #plsur #chaosgroup #vray #phoenixfd

Une publication partagée par Tyson Ibele (@_tyflow_) le16 Mars 2019 à 8 :28 PDT

 
 
 
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tyFlow’s OpenCL-accelerated cloth solver can handle huge amounts of input geometry, and since each vertex on a converted cloth mesh is maintained as a regular tyFlow particle, those individual vertices can be manipulated like any other particles within a flow. In this example, 350 pieces of clothing with over 7 million combined faces are controlled with wind, gravity and surface attraction forces. In total, 65 million mass-spring bindings are required to simulate all of the cloth physics and inter-particle collision forces. With 75 per-step cloth solver iterations and 4 overall solver steps per frame, that’s 450 billion constraint evaluations required for every second of animation you see here. Despite the huge number of computations required to solve the system, the simulation was cached on a multi-core machine with a GeForce 1080ti GPU in only 1.5 minutes per frame. That kind of power and speed makes tyFlow an obvious choice for high resolution offline simulations. #tyflow #autodesk #physx #procedural #generative #animation #cloth #rigidbody #softbody #simulation #cg #3d #vfx #3dsmax #particles #mdcommunity #mgcollective #ssequential #plsur #chaosgroup #vray

Une publication partagée par Tyson Ibele (@_tyflow_) le10 Mars 2019 à 5 :51 PDT

 
 
 
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tyFlow’s PhysX pipeline is closely tied to its rig skinning system. Combining the two makes it easy to simulate effects like rigidbody deformations. In this example, vehicles are skinned with rigidbodies connected together by tyFlow PhysX constraints. tyFlow’s constraint deformation system allows for local deformations to form when portions of the constraint network undergo enough stress. The result is a deformable surface that maintains its overall rigidity, similar to how an actual car’s exterior can be dented and damaged. Dynamic fracturing was also added to each window, allowing for glass to smash on impact. Since every part of the system is controlled procedurally by tyFlow, it is quick and easy to iterate and tweak. #tyflow #autodesk #physx #procedural #generative #animation #cloth #rigidbody #softbody #simulation #cg #3d #vfx #3dsmax #particles #mdcommunity #mgcollective #ssequential #plsur #chaosgroup #vray

Une publication partagée par Tyson Ibele (@_tyflow_) le10 Févr. 2019 à 4 :18 PST

 
 
 
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tyFlow’s cloth solver is fully compatible with its crowd simulation abilities…and crowd actors don’t have to be actual characters…they can take any form. Here I created a basic balloon model (mesh balloon + spline string) and imported it straight into tyFlow as a crowd actor. I then scattered 3000 of them over an animated character mesh, binding the end of each string to the character’s surface. With a simple operator setup, all balloons were then converted to cloths and all splines were converted to ropes. An inflation force was also added to each balloon, giving them all some internal pressure. At random points in time, balloons were allowed to detach and float away. The result is a fully dynamic crowd simulation featuring balloons as individual actors with a lot of interesting details and motion. #tyflow #autodesk #physx #procedural #generative #animation #cloth #softbody #simulation #cg #3d #vfx #3dsmax #particles #mdcommunity #mgcollective #ssequential #plsur #chaosgroup #vray

Une publication partagée par Tyson Ibele (@_tyflow_) le31 Janv. 2019 à 2 :07 PST

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