TyFlow Class 1: Basic | Filip Design | Skillshare
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TyFlow Class 1: Basic

teacher avatar Filip Design

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Tyflow Class 1 Trailer

      1:16

    • 2.

      Tyflow Instalation

      3:26

    • 3.

      Tyfow Interface

      7:53

    • 4.

      Tyflow Settings

      13:49

    • 5.

      Build Flow

      16:59

    • 6.

      Materials and Render

      6:52

    • 7.

      Convert Object into TyFlow

      4:33

    • 8.

      Birth Simulate Glass

      3:40

    • 9.

      Path

      2:55

    • 10.

      Assembly

      2:12

    • 11.

      Table cloth

      10:53

    • 12.

      Force Cloth

      2:37

    • 13.

      Courtain

      6:05

    • 14.

      Cut through

      10:07

    • 15.

      Flag simulation

      3:31

    • 16.

      Car Reveal

      11:59

    • 17.

      Pillow

      4:56

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About This Class

Hello and welcome to the course about TyFlow for 3d Max

The great plugin for 3D Studio Max that can raise the level of your animation, advertisement, or visual effects. Tyflow is a particle simulator that takes simple concepts like position, scale, or rotation and applies them to a huge number of individual points in 3D space.

So If you ever dreamed about control particles and use them to create amazing simulations this course is for you. I have divided it into a few classes and we start from very basic. You will be familiar with tyflow interface and how to use operators in the editor to run the simulation in the correct way. Normally simulations are always associated with height PC requirements. This is why in this course we will start with a very simple scene so each of you will be able to start simulation even on a slower computer. When you plan to start simulation the most important thing is to understand how to build and connect all blocks together because of visual aspects you can adjust at the end.

Meet Your Teacher

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Filip Design

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Design Graphic Design
Level: All Levels

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Transcripts

1. Tyflow Class 1 Trailer: So hello and welcome the curse about Typlo. The great plugging for free studio maps that can rise to the level of your animation, advertisement or visual effects. Typlo is a particle simulator that takes simple concepts like position, scale, rotation, and applies them to huge number of individual points in free space. If you ever dreamed about control particle and use them to create amazing simulation, this curse is for you. I have divided it into a few classes and we start from very basic. You will be familiar with type flow interface and how to use operators in editor to run simulation in a correct way. Normally, simulation are always associated with high PC requirements. This is why in this course we will start with very simple scene. Each of you will be able to start simulation even on lower computer. When you plan to start simulation, the most important thing is to understand how to build and connect all blocks together. Because visual aspects you can adjust at the end. Let's get started to work. 2. Tyflow Instalation: Hello guys. In the type flow tutorial for free studio Max, I will show you how to use this amazing plug in which give you really nice additional effects to free studio Max which you can use. For example in your work. We will start from installing the Typlo. You can go to the Typlo website to download page, and you can install Typlo for free because it is stared in beta version. The last standard build is this one. You need to download this file, then we need to do a DLL. We can also install some examples seen after everything will be downloaded, we need to extract it into this localization where we have reduced studio max of. If you have reduced studio max with different version, then you need to change to your folder with current version of Redisdumax that you use. After that, when you again run Redis Studiumax, you will get the new object type. It will be Typhlo. After hit the Typhlo added to our perspective view. And if you will go to the modification to the physics, when you hit on this question mark close to the Cuda, you should get information that status da found. This means that everything go well and you have corrected, installed the qua on your computer if there will be any problem and you will get different status. You can go to the Google and search for Tool kit 11. You can go to the developer and video from this website. You need to select the correct platform, Windows architecture and version ten and install it with local or with network. It's depends. After that, everything should be good with your Da installation. Of course, what is more important to use Cuda, you need to have the correct graphic cards that also support this option. But nowadays, mostly all graphic cards are new enough, so all of them work with Cuda. If you still have problem, even if you install the toolkit, you can check in Google and search for your graphic card to see if it is compatible with Cuda. Okay, so this was everything about the installation about Tyflo. 3. Tyfow Interface: Okay, so now let's talk for a while about the type flow interface. If we go to the object type, we have the new button type flow. So you can add the type flow to our perspective view. This is only the icon and this is only the information that we have. The type flow, so you can put it anywhere. This is not a matter where it is. We can go to the modify. The main option is the editor where we have option to open the editor. Right now you can see that this is the window where we will build all the type flow for our free studio max. On the top we have some bookmarks. You can see that we have the type flow 001. This is this one. If I, for example, go to my object type and I will add the second type flow, I will add the second bookmarks, or I can add the new type flow just to hit on this new button. After that, we will get the new icon will appear in our perspective. Now I will remove the type Flow and will stay only with the first one on the bottom. You can see that we have a lot of different operators. Every new version of type Flow will give you new options. When you hit on some operators, you will get the information what the operators do. Some of them are the same options like you had before in Fred Studio Max. Some of them are new on some of the title is quite easy to understand, some of them are hard. This is what you need to do to practice and for example, to check what operators do. Of course, operators are set in the group. For example, you can see that each operator with birth, which means that probably something will appear in our free studio. Max is set to the green. Then we have, for example, position for the blue, we have some mapping with dark blue and of course there is a lot of operators. We also have the group with the tab. We can switch between them in a very easy way. We have, for example, dark blue colors. We have here only all the operators that also has blue colors. If we want to add some operators, we need to use D and drop it. After we add the operators, we will get the options that we can set for it. For example, we have the birth and we have settings for the birth. The display we have setting for the display. If you want to add some additional operators, we need to set, select it and put it directly to our tiplo. Of course, the position is very important because this means that first, for example, we have the birth, after that will be display. And the scale, if we, for example, change and put the scale above the display, first there will be scale. And after that display, this is very, very important. Of course, when you hit the right click, we can change the name or we can make this operators turn on or turn off. Of course, type flow is very heavy. It's means that all the simulation will take a lot of resources, maybe sometimes you need to. All the type flow on the right click the option to disable flow, then all the Ty flow will be on the red and we have the information that simulation is disabled. We can also enable Ty flow. There is also option to enable flow render only. This means that we will not get any result in our phon will be visible. This is mostly good If we already finished our Ty flow, we are sure that everything is good and we won't avoid situation that it will appear on our interface of Phred max. Then we can enable it only in the render because we have a lot of operators, there is options that we can use to quick search by pressing the tap, for example. We'll select the scale. After that, we'll hit the tab. We have the list with all the operators, for example, force. We can add particle force to the scale. Of course, you must also remember that each modification that you will make, you need to start the simulation. For example, if we will go to some frame, this means that type flow already made the whole dissimulation. If we will make some changes in our options, then it means that we need to make dissimulation again from the first frame. Every time you will make any modification you need to make dissimulation. Once again, what is the most important thing in type flow? Every time safe, you're working for the studio max. This is because type flow is still in better version, can crush or free studio max. It is good and reasonable to go to the file preferences in the general tab. Be sure in the files, if you go from the general to the files, be sure that you have auto back up enable a number of auto backup files. I recommend to use five or ten backup in minutes. Normally 5 minutes will be good but with the ty flow, you will probably make a lot of modification, a lot of changes. It is good to have something about one or 2 minutes because during this time we will probably make a lot of changes and free max can crush. Okay, so this is everything about the interface and how to use Diplo. 4. Tyflow Settings: Okay, now I need to talk for a while about many of settings for the type flow. At the type flow, we'll go to the open editor. Okay, There could be a situation that in some cases you will lose this window. It will be another monitor, it will probably hide somewhere. There is options to hit this arrow and you will get Editor window. This means that this window will be always center to the fret studio max window. Okay, we'll go to the preset flow where we have some simple presets with our type flow. We'll start with the physics flow. We have some operators and if you will move the sideboard, you will get the visualization. Now we'll go to the options we need to select type Flow, we are going to modify. Okay, editor is clear. Now we have the mind setting. In the first option, we have the main, this is what I talked about before. We have disabled enabled and enabled only in the render very fast. Here we can turn off the type flow or it could be visible during the render. Then we have the show icon or disable it. This is very useful especially if you have a lot of different type flow. And this one, for example, is finished, so you can turn off the icon. We can also increase or decrease the icon size. We can also display the type flow name, which is the same as here, to be sure that we are selected the correct one. Then we have the multi treatering. This is set to automatically. Here we can set the number of course, that we will use for type flow. For example, if you need your core, for example, for other application, you can manually set how many course will be used for type flow. If not, I recommend to use the auto, then we have the time step, this is what and decide about accuracy of the simulation, for example, if we have the frame set only. So this means that we have some simulation, but this is not accurate. It means that, for example, some of these boxes are not calculated good enough. The simulation will, for example, look very, very flat or ntalistic. For example, you can see that some box don't stop because they will move and move. This is because we have very low time step. So for example, if we will select to calculate six in time per frame, the calculation will be, of course more accurate, but it will also take more and more resources. For example, you can see that some of the box has finished and stop on moving. This is because right now the ty flow calculate very huge occurrence simulation, the timescale, timescale could be used to make the slow motion. As you can see, everything is slow down and the simulation is also slower. Normally we'll use the one, but of course we can also increase the simulation to 2.6 You can see that we have more and more boxes which are also faster. Then we have the interpolate ticks. This is used to control whether particles transform will be interpolated between time steps. It is recommended to have this option on. Then we have some options about the network rendering. If you use network rendering and you have different version of type on different computer, this function, when it is tuned on, will aboard and prevent if to render the simulation. This is because there could be a lot of issue if you have different version. As I said, the type flow is still in the better version, so it is good to have always updated and the newest one on the computer allow catch. This is also to allow to make some catch frames while simulating. Okay, then we have the catch settings here, leave everything as it is. This is mostly to have the simulation in the real time. Be sure that you have enabled catching, it is good to have SSD fast drive for the faster calculation. Then we have GPU, for example. We have more graphic cards. Then we can select one for the open G L and other for the Q. There is also function which is named compatibility mode. For example, if you have a lot of crush during making the simulation with the type flow, you can turn on this option which give you the compatibility mode. But remember that after turning it on, you need to restart the free studio max. If everything works correct without any crashes, I recommend to turn of the options, then we have the particle be solver. This is what solves all inner particles bindings. It's mean that constraints or joins. This is how particle work together. What is the relationship and how they work together. Here we have all the options for the solver here. We can also by setting, for example, Solver settings the steps, or in the Da steps, we can increase the accuracy. We can increase the time step with the frame. We can also increase this value for the solver to increase the accuracy and to make the simulation more and more realistic. Of course, by increasing all the values in the solver will also make that the calculation will take more resources. The similar is with the physics stops, where we also can make more accuracivessimulation. Quite interesting here is the gravity, because default we have the default gravity with the volume minus stand, because normally the gravity is 9.83 on the pole and 9.78 on the equator. In the type flow we have minus ten, okay? Of course, we can turn on or turn off the gravity. If the gravity is turned off, you'll notice that all our particle will stay where the birth, so they will not move in any direction. We can, for example, change this value to minus two. And of course, this means that our box will go down slower. And of course, we can also change the direction by adding the value with the plus and of our box will go to the app. If we want to change the position of your box, you need to select B for the tilo and you can manipulate them in the free space. For example, if we have the gravity turn off them, they will appear directly on our plane. Of course, if we have the gravity, the it's mean that we also need to have the ground. As a default, our ground is the plane with 000 position. There is option. In the ground colder to, for example, turn of the ground. It's means that our particle will go to the infiniti down. We can change the position of our ground, for example, above our zero plane. Or we can go even lower. Then we have the value responsible for the bouncing, for example, with the one, you can see that if our box will hit the ground, they will bounce the value one is the highest value. Then we have the static friction. It means how many force our book, our particle will after heating the ground or dynamic, which means that they will lose the force after heating with each other. Then we have the retimer. But about this I will talk later. Then we have the interfaces. This is work, for example, with the V, for example, with the phoenix D. Then we have the bugging. If you will get some problems, some issues, some crushes, you can use the bugging, for example, to check where the problem exists, how to solve it. This is mostly if you really know how to work with the crush log or something like this. There is also a lot of options, for example, to check how the simulation work, for example, in Machscript listener and much more about the things connected with the bugging. Then we have the help that we can go to the documentation we can check about which give us the information about the version. We can go to the website of the outdoor and there is the update so we can check if there is update for our ty flow. Always try to check if you have up to date the plug in. If you make some updates, be sure to save and file with a new name to not overwrite because this is still in beta version and there could be some problem. If you will, for example, create some simulation in order version and you will update the plugin and you will try to reopen your project. You could get some error or issue with the simulation, okay, This is mainly everything about the setting and tap for Typhlo. 5. Build Flow: Okay, if you will go to the type flow, Type flow, and if we will go to the editor. Open Editor, we have some presets. As I mentioned before, we have the first very basic flow where our box drop from the icon. You can see we have a lot of operators here and we'll try to build this simple animation from the scratch. And you will notice that the type flow really need a lot of basic information which make that you will have to spend a lot of time to tell type flow what you really need. Okay, we'll go to the type flow at Open Editor. The first thing that we need to do is to add the birth. Now what's happened? We have the birth, it's mean that we will get the birth that will appear right now. We have the one particle in the center of our local 000 axis. We have the display, for example, we have display as a small dot. If I will remove it, then we will not see any particle because the operators responsible for display is removed. The same will be with birth. If I will remove the birth name, you can see that we have the display, but there is nothing to display. The next thing that we need to do is to add the icon where our particles will start from. We need to go to the helpers to the type flow and select Ty flow icon. We need to add it to our freely space. Now if we'll back to the simulation, you'll notice that nothing happened. This is because we need to add some operators for the position. We need to tell Tyflo where our particle need to start from. This is what I mentioned at the beginning, that we need to step by step, build the whole Ty flow. Sometimes it could be very boring if you will lose some of the operators because you will automatically create again, the same type flow. Because you, for example, want to have some dropping box from the icon and you will lose some operators, you will get nothing. Sometimes this could be quite problematic. Okay, go to the position operators. We need to select position icon in the description. We have that the position on operators allow you to position the particles in the scene relative to the ty flow icon object. Okay, we will need to edit and of course we need to edit right now in the middle between the berth and display because we want to get the position after the berth, we need to select the peak. We will select our Tony on and you will see that we have the particles that are generated directly on our surface. Now we'll go to the berth and we have all the options for the both. This means that the particles will start to appear from the zero frame. This is correct. The last frame is 100. For the 100 frames we have generated the particles, the total number of particle will be 200. It means that in the last frame, we have 200 particles. It means that in the half, for example, in the 15 frames, we should have 100. If we want to increase the number, we can change it. For example, per frame, that if I will put here ten, this means I sent in first frame. In the second frame it will be 2030, 40 and on to the last frame. We can also use the repeater. Do this will generate in the percentage more particle in each frame. Now we have the simulation, but only with the dots. Of course, dots are quite good because they use less rum, less resources from our PC. But if you'd like to add some shape for these dots, then you need to go and look for some operators. For example, we'll select the position icon, click on tap in this box. The best way will be to put, for example, Shape. We have some elements, Shape, Shape, Remove, and Physics Shape. You will add the standard Shape. Here we have some tabs we can add, for example, some shape or add from existing one. We have two D and three models. Right now I will select to the freed, you can see that we can also add some reference model, but it is more important. Mesh file which is also good alternative mesh file of course will be visible only in the random mode. I will select, for example, pyramid. If you will go to the slider, it should be obvious that we should get the pyramid instead of dots, but they will not appear. This is in some way problematic because normally we just add the shape and we should see the shape in our free studio max, which is obvious, which should be a normal situation. Unfortunately, we can check another operation, and we will realize that in the display still there is small dots. This is what I mentioned a few times before, that the position of this operation is very important. This means that even we added the shape and we should see the shape on our free studio max window. Then we get the next operators. In some way, these operators receive the higher priority we have here. The small dots, options about display are override by the operation. This is what you must remember that sometimes if you add a lot of settings, you will add another operation with similar settings. This means that the operator which is below received the higher priority and he can override some options. Right now, we need to change it to the geometry. Finally, we get the visuals in our Fred Studio Max window. After creating the pyramid, we would probably want to make them fall down. Of course, it's means that we should have the gravity. Let's we select our shape and hit the top and find the gravity. Of course, there is no such operation. This could be also problematic because we'd like to add the gravity should be similar to the position and we don't have it. This is because as as I mentioned before about the options we have two in particularly being solver particle is. The options connected with the particle, with the point. Right now we have the normal or standard particle system. But when we go to the physics, then we have all the options connected with the physics particle. In the physics, we have the gravity and the ground. It's means that we should probably at the shape connected with the physics. Let me select up and we again hit the shape, and yes, we have the physics shapes. We will add it to our elements. Now as you can see, after the heating the play, we get gravity for our pyramids. Now the question is if it is important where we put the physics shapes as I also told you before. Yes, it's important because again, right now we have physic shape below the standard shape. So it means that these operators get priority and override all the options for the operators that has similar settings but are on the upper. It's means that if I put the physics shapes above the standard shape, this means that this time shape override my settings from the physics shapes. And again, I have only the standard particle without the gravity and ground. This means that we need to move the physics shapes below the shapes. This is what I mentioned, is in some way problematic and this could be sometimes confused if we talk about the shapes. As you can see here, I have possibility to change, for example, the scale of the shapes and some variation. I would get many different objects with different shapes. Unfortunately, there is no rotation. This is in some way normal that rotation is in another operators because we want to have different options for the rotation, there won't be a sense to put the rotation in the shape from the beginning. Could be obvious, but it's not. After the physics shapes, we hit the tap and look for some rotation. And there is only one, we will delay this one. We have the rotation, of course, the rotation can be set in x, y, and z. Now, you could ask if the position for the rotation is important. I can tell that yes. But for example, in this example in the tilo, there is almost no matter when you hit the rotation, because rotation is for hole thilo that we built in this example with the rotation, you can put it in a different place when we hit in the play. We get the simulation that is similar to the simulation from the presets. As you could see, the creating of the flow in ty flow could be complicated at the beginning, it could be. Not so intuitive as it should be, but believe me, that creating a similar simulation without the type flow, this could be really challenge for you. Because to create something like this with the simulation where we have the ground and the object hit the ground and bouncing and there is also rotation, gravity. This could involve a lot of more advanced options in free studio marks that probably some of you don't even know that they are exist. Sometimes maybe it will be necessary to use some additional free or paid plugins to create something similar as you can see with the Tilo. We can build everything very fast, but of course, and we need to know how the operation works, what options they have to create, options that give us necessary effects for our final rendering. Okay, this was everything about creating simple flow, simple simulation. 6. Materials and Render: Okay guys, this time I will show you how to apply the material and how to render the type flow because this is also not so easy. For example, here we have some stones that drop down from flow icon. If you would like to apply any material to our flow, we need to go to the material editor. I will use the compact. We have the material editor, I will just select some color like I select the ty flow icon. We need to select assigned material to selection. Now you can see that we have materials applied the problem. If you'd like to add more materials to have different variety, then the new operator which is material ID. In the material ID, we have the material ID section that how many colors we would like to have for our objects and how to apply them. For example, static is the only one on the first color. Next we have the, this will give us the random colors, 1-5 Now we need to go back to our material editor. We need to create the five sphere with different materials. We need to create and select materials to connect all of them. We select multi objects. The number here, we need to set five, because maximum value in the material ID, we have the five, then we need to track and drop our sphere. Finally, we select the thy flow icon and apply our multi subject objects to our stones. And now you can see that we apply the color. For example, we finished our type flow animation. You would like to render it. Animation will of course take a lot of time. Probably, for example, in the middle of the render, we'll notice that there is something wrong with the settings or maybe with the type flow, we need to fix something. For example, avoid the situation that we have to stop the red. We have also the option to make some preview only for the type flow to E if everything is correct. If the type flow work in a correct way. To do this, we need to go to the tools, the preview, grab a viewport, and we create type review. We select Create type review. We have some window in the frame rate we can select, for example, which frame we would like to create. The resolution display filter. For example, as default we have only geometry and shape without the lights camera. This is because we'd like to very fast get some preview results. We can of course increase the options, of course the corporation will also take longer. The same with the appearance. We have some path where the preview will be saved. We can change the resolution at some overlap. For example, we have the settings made and we need to create preview the simulation work after that. In your de Windows player, you will see the simulation how it's look like. This is very good because in a very fast way we can check how the simulation work. The next step is of course, to render the animation. This is what on the final result you would like to get. But this require from us to add more operators that will be responsible for render. Basically, we always need to add the display operators which is to display the geometry. We need to add operators mesh in the bracket. There is also additional name for render only with the mesh. Operators render, we are able to render anything as my photo render engine. I use the ray as a standard. I need to us to go to light, select the plane, move it a little bit for my materials. I will select the tie flow icon. I will go to the assets. I will select the stone. Apply to selection from the standards. I will use Vira Viewport P. This is what we get right now, the render in our view. The stone of course, if I will right now move the side port, I will get the different simulation frame. This is possible because the simulation is very basic and there is not much to render in the viewport. I can see how the simulation will look like on my render. I see the previewing the real time that we'll get more and more stones from the top. Okay, this is how you can render had material for your typhon. 7. Convert Object into TyFlow: Okay, this time I will show you an example how to convert some objects into the flow. For example, as you can see, I have some box here is normal box shape created in the fridge studio Max and now I would like to make them drop with the to. To do this, we need to go to the create the flow on. We need to go to the editor. In the editor, we need to select some of the both. This is what we have to do always at the beginning. We need to select the correct birth to be sure that we use the correct one, we need to always read the title. What selected operators do After we go down, there will be objects in the title. We have that the both objects operators allow you to convert scene objects into particles. This is what you'd like to mainly need. I will add the above objects. We need to select our box, second, third, and the last one. We have the four box, Unfortunately nothing happened. This is because next we need to select what we'd like to do. We would like to make them drop down. It's mean that we need to add the gravity. And with the gravity only work the physic operator, we need to go to the physics. We have the physics and also based on our description, we need to find the correct one. And this will be for our situation physics shape. We would like to add the physics shapes. Here we have something like dynamic and mass. Let me see what will happen just right now. If I will move my timeline bar, then you will see that our main box has been duplicated and we have the typo. Maybe I will hide the selection. I will hide all my original box. Now you can see that our box just drop down thanks to the gravity from the type flow. Of course we can increased situation, for example 20.9 and tell typlow to make more bouncing for our Typlo object. As you can see, they bounce many, many times. Right now my second box, just don't drop it, stay on our base one. Maybe we can increase the mass. For example, I do 500, we'll see what happens with the 500. We add the mass to our each elements. This means that they will all be very heavy. And finally, the two that located on the top will also move the second one, all of them are drop and bounce. As you can see, they even contact with each other and make also some simulation the final. You can see that there is no, the last one don't stand. This is because we need more frame or for example, more accuracy. Okay? This is how you can convert any objects into ty flow particles. 8. Birth Simulate Glass: Okay guys, as I mentioned before, we have a lot of both operators that we can use in a different situation. I will show you some quick example how you can, for example, simulate the broken glass. For example, we have the glass here and there is some car that will the glass. We are going to the to open the editor. There is a lot of birth operation that will start to simulate our type flow particles. Some of the name are intuitive, some of them not obvious. But for example, birth intersection. I will understand a place where the particle will appear, where there is the intersection between some objects. I will add it now. We need to select the geometry. The car. The car. The second object will be our glass. We would like to add standard operator shape. Okay, we have the shape, we will change into three into the broken glass in the display. We also need to change it into the geometry of to add the physics shape. And let me see what will happen, the particle appear when there will be intersection between our object and the glass. You can see right now they are quite small. We will add some size. Now they just appear on the intersection with the 2000. Now they are better visible. We need to add some gravity, or in this example, forces because you would like to blow up the glasses to the left side, there will be force in the force. We have some gravity for the strength of gravity will be minus two. We would like to add, put them in the direction for Y01 and the strength will be minus ten. This is what will happen if, for example our cars start to hit the plane. The plane crush glass is blow up the left side. This is how our simulations with the intersection birth. We have a lot of different types of birth operators during the course. We will use many of them to make some simulation. But you need to understand that each of the birth will be used in a different situation. 9. Path: Okay guys, this time we're going to force the type flow to go through some path. I will add the tie flow. Then we are going to help the thilo flow icon. We will set the ty flow icon. Maybe I will put it in something in the middle. Then we are going to spin will create some splaying. Now we are going to the Flow Open Editor. As usual, we need to add the birth position icon. We need to pick our help. We see that our to burn display will change to geometry. We add shape. For shape, we will change into three D, for example, the people. Okay, as you can see we have the visualization. We are at the path followill, pick the lines, opines, you can see it's alot our spline. The problem is of course, with the speed because this is still, the speed is too big. We slow, you can see that now they are much slower. Some of them we are going to slow speed 15, 14% Now you can see that our ti flow goes and follow our spline. Now we can do the same with, for example, the Helyx. I will increase the turns. Now in the path follow I will instead the lines. I will pick the helyxow. You can see that it also goes around. Now I can go even to our time configuration, increase the length, for example, to 300. And then you will see that our tilo particles go around the helix from the beginning just to the end. Okay, this is at the path follow for your Thilo. 10. Assembly: In the previous lesson, I showed you how to add the path. You could see that after adding the path, our tilo particles will go up until they just disappear. For example, I would like make them drop down. For example, in 150, no, maybe in 200 frames, when the last particle will be up, they will start to fall down. This is the event, this is the type flow for make our particle to go up, follow the helix. Now we will add the force. This is the force that will start to work after some period of time. To make it work after 400 frames, we need to add the modificator, which is called time test. And we will connect the force, the event two, together with the event one. Unfortunately, you can see that to make the force work, we need to set in the time set when we will want to start it. It will be 200. After 200, you can see that there is the impact and they are going in a different way. This is because they are still not the physic part. We need to add physic shape. This means that after 200, they are just to be physics shapes. And this means that the gravity will start to work on it. And this is why after 200 frames, they are just start to drop down. This is how we can assemble. For example, two different even together. Okay, so this was about the assemble. 11. Table cloth: In this lesson, we will simulate the cloth table with type flow. Probably many of you very often use marvelous designers, very good software, very common and popular. But there's a problem that we also need to learn the software a lot. To start the simulation and to creative some simple flow, the ty flow. You can also do it without any problems. I will just move the camera. The first thing that we'll do is to create the plane something like this. We'll put the plane above our table. Because we'll create some simulation. It is good to use high value of segments, maybe 18. This means that our plane will be cut into the smaller part. If you will hit four, you will see that we have a rectangle. This will help the flow to create better the simulation. Now we are going to the flow. We add they flow icon. Now I will go to the V ray material assets I will create and add the velvet material to our particle will add to selected object. Now our type flow has applied the material. Now we are going to editor the first we need to add the birth object. We would like to convert this plane into the type flow particle. We select the peak, now we have doubled plane. One is our original and the second is from typlow. I will hide my original Right now we have only the typo. The next option is to add the operators called cloth bind. This means that we have converted our plane into the clove normal simulation work that we would like to move this plane from top to the bottom we'd like to make. This cloth will cooperate with our table. It means that it will create some kind of shape that will lie on our table. To move the plane, we also need to add the gravity. It will be, we need to add some value with the minus because we want to move this cloth from top to the bottom. We'll start with the small value. Now you can see that we have some simulation and our cloth just drop down. The next thing we need to add the operators that will make some cooperation between the plane and the table. This will be collision, we look for the collision, we'll add it as a collision. I will select top of my table because I would like to create the simulation between those two objects. Now we are going frame by frame. We will see that right now we have some simulation and we have the cloth on our table. I will just change into the camera and I will just start the render. Okay, this is how it look like in the cloth. We see some normal. We can go to the display and we can turn off the visibility of them. Now we have only the render with the table and with the cloth. As you can see, the simulation was very fast and look nice. There is of course, some problem with the results because the cloth go through our table. The first thing that we can do is to increase the quality of the simulation. We select the ty flow we need to go to modify. And we need to change the time step. This means that our calculation will be more accurate. I will, for example, select one or six frames. Now you can see that our simulation is calculated. Again, this is what we see right now. This is the result. And of course, the result is not as good as you would like to get. To speed up the calculation, we need to go to our cloth pint and we need to enable Cuda. Right now you can see that the copulation is much slower because we'll get some new results and free Symax must calculate again. Okay, you can notice that right now we have the better solution. It look really nice. One of the important option that we need to turn on is self collision. This will the cloves simulate with themselves. So it's means that if for example some of the cloth area will touch each other, then also there will be some simulation and the impact between them, the result is look much better. Now we have the problem that the plane is without any thickness. In the enabled a collision solver, we have the option to increase the thickness and friction thickness, it means that we'll add some thickness to our plane. The friction we change how power or how speed this object lose after hit our table. For the thickness I will use 0.5 This means that I will add some thickness for our objects and this means that the simulation will give us the different results. As you can see right now, we don't have any flickering between our clove and the table, and the results look really nice in the clove. We have also some options like stretch. Stretch. Stretch means that if you, for example, take the cloth in both hands and will move hands to the opposite direction. Then it's mean that we stretch the cloth the more value will add here the cloth will give us the less stretch of it will give us the different results. For example, if we have less stretch, this means that the cloth is more strong and it couldn't be stretched so much. For example, it could broken in the middle. For example, shorter than the clove which have the stretch with less value. The next one is the shear. Shear is some of the formation, for example, the original clove without the shear, for example, the rectangle shape. For example, if we will give the more shear, then our rectangle will be changed into parallel logram. This is what she make. Of course, there is also the bend. The bend is some kind of bending rotation. How much this rotation will be used for our clove? There is also the mass that we can increase the mass for our clove. The more value we'll put here, it's mean that we'll get more mass for our cloth. As you can see, the simulation with the type flow for any cloth is also very fast and easy. By tweaking the binding stiffness will give you the different results. And of course we'll give you more realistic simulation, but it will also take much longer. Okay, in the next lesson, there will be a lot of new operators. 12. Force Cloth: In this lesson we are going and try to ban a dis simulated cloth table. We are going to our helpers to tie flow and we'll add the new icon for vortex. I will just add them. I will move up something like this in the center. Then we are going to to modify open editor. Now I will add after the collision the second force. Of course the regulation just start but we can pause it with the escape or counsel with the shift escape. We will add the vortex and let's make some simulation. You can see that we have also the rotation for our cloth in the middle. As you can see, there is again the problem between material and the table. So maybe we can increase the thickness to one. Now you can see that we also just add some rotation with the thickness one. It's looking much better and of course the vortex force is too big. So I will just change it into 0.5 force 0.1 We vortex 40.2 again, we need to go to the thy flow. Open the editor and maybe we'll just increase the strength and shear. For one, we'll just move to the 45 frames. This is what we'll get on the final, Let's render it. This will give you really nice effects. Of course, we can go back to our plane to modify. For example, we can change the length to centimeters. And this is, this modification will also impact on our tilo and it will change the size of our cloth. This is how you can very fast change the dimension of your cloth by changing the original size of the object. You can see that right now it's smaller. As you can see. You can use tilo for making very nice looking simulation for your cloth. 13. Courtain: We have the window and we'll try to simulate some curtain. The first that we need to do is to add traditional plane. This is something like this for plane will use the segments 100, 100. And we can start with adding type flow. For the type flow, I will add the curtain material. Now we are going to open the editor. In the editor, first we need to select birth object. Pick the plane, so now we can hide the plane, the original. We have only the birth object. We will remove the mark particle with no geometry, then we will just add the clove birth. We'll add just one enable Cuda and add the thickness, something about the one and self collision. Okay, so this is how it's work then we need to add some force for this force. We'll add the build in wind. This means that we have some wind and this will try and we'll add 0.10 0.1 We'll start with the very low value and the strength for the wind will be 0.02 in the build Noise we can add additional modification for our curtain. We will just change it to Trp and the strength will be 0.5 frequency 0.3 because we'd like a different variation scale. This is what will happen. Our curtain is modified so it's look quite nice. The problem is that you'd like to stick our N at the top to our Windows frame. And this is why we need to add some additional operators which is called object test. Okay, we'll add the object test. We'll just turn of the viewport. We will just switch to perspective. In our Windows frame, we have additional block that will be used as an area where our curtain will be stick. We select the object test and we pick the box. We need to tell Ty Flow that the distance to object will be the place that the elements must be stick to our box. When the distance will be less than ten centimeter, then we would like to blind our object. We'll add the object blind in the display. We can mark particle with no geometry, on or off. Right now, the on will be useful. If the distance is slower than ten centimeter. This area will be stick to our box Right now. It is the planar, Right now it is the radial. This is why we have radial area. We would like to switch it to the planar x, y, and z. Be sure that you have in the object set box one and in object blind also box one. If you will run the simulation, then you will see that we have the wind impact on our curtain. And this will modify the final shape because we have said that if the distance is less than 1 centimeter, then the particle or element will be stick to our box. There could be a situation, like for example, in this area when our curtain, because of wind is set high, it will be closer to our box. This will make that all this particle will also stick to our box. To avoid the situation, you have to change, for example, to a different connection between the curtain and the box. Because we can also stick on all the particles that are above object below in accordance to world access or local. Or we can also change the parameters for our wind. Maybe we can decrease the strength to avoid situation that our curtain will go too high. As you can see with Typhlo, also in a very fast way, you can create the simulation for the curtain and select the correct shape for your final under. 14. Cut through: In this lesson, we will just cut through this cloth with the brick that is dropping down and hit the table in the 50 frame. We would like to get the destruction of this cloth by cut it on a lot of small pieces. Okay, so we are going to add the type flow. I will just turn off interactive render. We'll open the editor and birth object. Select the plan, we can hide the old one and we will also apply the material to type flow. Now we can add the clove. Now we need to stick our clove to this both wood and box on both sides. We will select the object test and pick the first box. And pick the second box and we'll select distance to centimeter with axial on y. Now we would like to make that all the particles that are in this distance 0-2 centimeter. We would like to exclude them from any calculation. This is why we will use the particle which the active them. And you can see that the particles are marked. And this means that they will stick to the box and there won't be any impact from the simulation on them. You'd like to bind those particles with object, bind box one and box two. Of course we need to add the collision and the collision will be with the box with our brick. I will turn off the mark particle with no geometry on both even. And let me start the simulation. We are going in the View Viewport Interactive Rendering. This is at the beginning. Our bricks go down. Right now, it's only stretch our material. As you can see, our material is still as one piece without cutting through. Maybe I will switch the material because this will be with the better view. Maybe we can also move the brick more to close to the camera. Now we'll go back to our cloth bind settings and of course we need to change the stretch one shear and enable the collision. And maybe we'll just add 0.5 We'll go to our rest frame. As you can see, it's much better result to make the simulation that brick will cut through our material in the clove blind. We need to go and we need to turn on the options under the Dearing tab. I will back to the first frame and now we enable the dearing. The first parameters is the maximum. It means that there will be 150 percentage of stretch until the tearing will appear. We'll just move the slider and now you can see maybe too much, that in the 13 frame there is the stretch. And now our material is still as one pieces. After it hit 150, there will be the tearing in our material. Now we are in 17 or 18 frames. If we'll switch it maximum to 100, then you will notice that when the brick Hit the cloth, it will be much faster to tearing, for example, if we hit the 500 and we'll go to the frame, something about 18, then you will notice that still we have the stretch. This is because our material is much stronger right now and it will take longer after it will be tearing into the pieces. If we are going to, for example, to 500 frames, when the brick hit the ground to the table, you will notice that there won't be any tearing because material is very strong. The proper value should be something about 150, 180. When we change this value, there will be simulation again. And you will notice that there is a tearing and some pieces just drop down. And of course we can change some variation of the stirring, for example, to ten percentage. Then we will get more and more tearing of the cloth on the upper side. This is ten percentage and now we'll change it into 18. Then you will notice that we'll get more tearing even closer to our box. Of course, the simulation will also take much longer. As you can see, this is very simple scene. We have only the brick table and the cloth, for example. If you will have more advance, the material will be bigger. This will of course have impact on the time your simulation. The tearing right now is in the random mode, but there is something like weakness. And we can use weakness map to determine which area will be tearing and which will stay as one part. But before we start to use the weakness map, there is also the strength parameters. Here we set the value in frames. For example, if I will put ten frames, this means that the maximum stretch, which is right now 118 percentage, must be simulated during ten frames. During the ten frames, we will get the maximum stretch. And after the ten frames, detering will appear. This will give you some additional control when the stretch should appear in your simulation. To more control deering, we can use the weakness map. So we can use the weakness map. Now we are going to the material editor and we'll just add the map and under the diffuse we will go and use the checker. And I will apply the checker, so now we have black and white color. So I will just increase the tiling. And now we need to apply this material into the weakness. So we need to select the checker here and move it to the material editor as instance. And now we will just run the simulation. And you will notice that staring appear only on the white colors. If we switch camera to the camera one, you can see that black one are still in one pieces and the ring is only used for white color. There is option to add the animated map, so we can, for example, animated tiling on our map and add it here. Then we have some options like progressive weakness, tear limit, tear distance, and tear timing. Those options are also used for more control over the gap that appears. So for example, like here, we can have more gap, there will be more distance between them. All of those options are used to simulate how the material will behave during the steering. This is how you can use steering to cut through any material in Ti flow. 15. Flag simulation: In this example, we will create the simulation of the flag. I will show you a different way that you can also use to create the simulation. We will use some other operators. We have the flag with the material applied. So we are going to type flow. For our type flow, we are going to open Editor and we'll start with the Perth object. We'll select Plane so we can hide the plane. Select again the tie flow material to the birth object. We will also add cloth in the display mark Particle will turn it off. Then we will add the object bind and this time as object to pick. We will choose the original plane one. This is the same plane that has been used for birth object. Now we are sure that the object bind will be attached to our original plane. Now we are going to add the object test. And now we need to select elements that will be used as some kind of incubator. And inside these elements, we will create the simulation. I will create the box. I will move this box up, something like this, Maybe the high will be bigger. Now we need to go to the object properties. First of all, we will select display S box and we'll turn off the render rab. It's means that we have the box, but it will not be rendered in our V right as a object test. We will pick the box and now we need to select the distance first. To see what the distance is selected, we need to go and add some kind of preview. So we will add display. Okay, in the display we will use large dots. And now we can go to the object test. And by increasing the distance, we will see which particle will be impacted by the simulation. So we need to select the Z and we'll increase to something about 23. It will be okay. So now we will add the force. And the force will work only on the object test. And I can tune off the display because I don't need longer to see the.in the force, I will switch to t and will set to 0.2 kale. One roughness and iteration will be the same, strength will be 0.5 and we want to have it on the x. And now you can see that we have the simulation for the flag and for the wind. Right now the strength is too big, so maybe we can reduce it to 0.1 and this is what will happen with flag. Okay, so this was quite a simulation in Titlow for F. 16. Car Reveal: In this lesson, we will make the car revolve from the cloth. So it means that at the first stage, the cloth will drop and cover the car. And after that, the cloth will be taken off to revolve the car. I have the car, the plane that will be used for my cloth and I have some box when we hit the 50 frames from 50, I don't remember, to 90. My box is moving. For this simulation, you will probably need to increase the number of frames, but it depends from your simulation, from your settings and from your car. Okay, so first we are going to create the tie flow and we enter into the editor. First of all, I will tell you that after I've finished all my previous course, this will be quite easy for you. The problem could only appear with the simulation because it will take some time to render and the cloth from the beginning just to the end. At the beginning we start with the both object as usual. As object, we will select the plane. So it's mean that right now we can hide the plane. Okay, so we have the object selected and then we will add cloth. Now we need to change some setting. The first we set the stretch to 0.2 the shear at the blend, it will be without any touch. Then we will enable the Ta. We will just input the thickness for one and friction for zero. We put here the friction to zero because sometimes you could get effects that the cloth will stick, for example, to the car or to the ground, and there will be a problem with move to any direction. This is why we set the friction to zero. The next one what we need to do is to add the force gravity. The display mark will be turn off in the force we need to set to -0.20 504 wind. All the rest settings will stay without any adjustment. Then we need to select and stick our cloth to the box that is moving. To do this, we will add the surface test in the surface. In the surface test, we of course, pick this box that will be moved. I know that the boxes start moving from some period of time. This is in my example, from 50 frames. I will set that timing for frame and 50-110 because 110 is my last frame in my simulation. Of course, we need to select the distance. The distance for me it will be 4 centimeters. And this is quite enough. If the cloth will hit my box distance and the distance will be four centimeter. Then we need to blind it. We will just add object blind. I will connect them together in the display here. We can disable the same here my object. When my cloth will hit in the surface test box, then I would like to stick this object also to this box. The stick is with the friction 100. It is okay for me. Now the simulation will work that the cloth will drop from the top just to the bottom, the infinitive because we don't have any collision. Normally we can create one collision. I will add the collision. We can add both the car and the ground plane. The problem is that if we will add to the same collision, then the cloth will stick to both objects with the same way. But for example, I would like to make the cloth to stick to the plane with more occurrence. This is why we need to add two different collision operators. The lower will be to my plane, to my ground. As you can see, I have some background which is some kind of round, but I also add additional plane only to simulate the ground. I will add selected, because I select the plane right now, add it to my collision. With this collision, we will change the radius to five to better stick into the ground. I will remove the bounces because I don't want to bounce my cloth when it hit the ground. Here we have the friction, I will set it to 40 hundreds of. This means that when the cloth hit the ground, it will try in some natural way, be placed on the ground. All of the particles that will be outside and will not touch the car will drop to the ground. Here we have the second collision. In this collision, we need to pick some objects. First of all, you must know that the car cannot be in the group. Mostly when you use some models or when you model by yourself, probably at the end you will add everything to one group. You must ungrope everything. To do this, you need to select all the cars. Go to the group and select group right now in the collision. I need to select the car. I cannot select all the elements because simulation will be very complicated. I will choose all the objects that I'm sure that my cloth will be touched with it. Of course, the car body, the glass, the second next glass, probably the glass from the lights, the rear glass maybe here, the ceiling, and probably the rear glass also. Okay. Now, first of all, I would remove the friction here just to the zero. This is because I know that when the cloth hit the car, it's not important for me to have any occurrence about connection between the cloth and the car. More important for me is the radius. The absolute radius. I will set it to one because I would like to have one centimeters distance between the cloth and the car. Okay? And this should be everything. What I need to add right now. I will just move the slider and I will start my simulation. Okay, I finished my simulation. Of course, I can also add the material. I will use the fabric and maybe this one to selected object. Okay. This is how my simulation look like. At the beginning, the cloth is drop on my car in something like 40 frames. It starts to cover the car frame by frame. Okay? And it will stay in this position until 49 frames. In the 50 frames, the connection, the stick between the cloth and box will start. The box is moved to the right side. And this is how the car has been revolved frame by frame. Of course, for this simulation, I can first of all change in the settings, the quality of my render. I will maybe change it to one per six. Of course, the render will take longer. But the solution should also be better, as you could see before, the cloth, during moving the box, the stretch was too big. I just reduced the distance for my box, now it's only by a few centimeters. What is more, I changed the color for better view. I added to our cloth the relaxed modificator, which will give some smoothness for our cloth. I add one value for iteration. Remember, you will put here to high value, you will get really smooth cloth. But for example, during the cover there will be some flicker between the surface of the car and the cloth. Probably after that, you will have to again, change the thickness of the cloth or some other parameters to remove it. It is best to give iterrotationf, not so high value. Okay, This is how the visualization look like. As you could see, with a few steps, we have really nice effects with the car river with thilo. 17. Pillow: In this lesson, we'll create and simulate some pillow in the thy flow. Here I have the bird pillow. First, start with creating the normal box. I will place this box on the bed rotated, maybe I will in the high and I will set it directly on the bed. So now we need to add some radius on our edges, so I will convert it into poly. I will select the edges and we'll add the hamper. Okay, so right now this is my shape of the pillow. So I will just copy it and paste as I paste it also as a copy and I will rescale it something like this. So this will be my cloth that will be simulate and stick my pillow Right now I will just hide my cloth. We're going to hide selection. Right now, I will change the shape of the pillow. I will select the edges. I will just create the connect. Okay. Something like this. Now we will select the middle one. Maybe we'll rescale it to something like this. Finally we have two shapes. Finally we have some shapes. This means that we have the shape of the pillow and the cloth. Now we can, to create the, the flow, we are going to tie flow. Open Editor, of course. We can also assign some material. This will be the fabric, maybe this one. We'll start with birth objects. As a birth object, we select the clove, then we will just add the subdivide. Because we need to have high quality, we need to cut the clove into the smaller pieces, smaller polygon subdis. Next we need to add the clove mind. Okay, and here we just add the stretch to one sheer 40. Then we are going to enable Cuda. For Cuda will add the thickness 2.0 friction self collision, self thickness to 0.1 Okay. The next we have to add the collision, the collision I will just disable the ty flow so the collision will be selected my shape of the pillow for the absolute radius here we will just set to 1.0 friction. This time we will use 16 percentage. Okay. So this is our simulation, but now I would like to make our cloth to stick or to cover our shape of the pillow. To do this we need to go in the cloth and we need to add some additional value for length, as this options is responsible for shrinking. This time I will just use 0.5 I can just move my slider and I can start the simulation. So you can see that now we have the calculation. In a few minutes, we will see the results. This is what we will get as a final, some pillow that has been simulated with the type flow. To get the more smooth edges, we can add the modificator, which is called relax. And we can increase iterations. For example, 22. As you can see, we have the pillow simulated with the type flow with only few clicks. So this is also really useful. If you want to change the shape, you need to again modify the originally pillow shaped box. This was everything about type flow and the cloth simulation.