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.