How to make a Sea Turtle with Tyflow + Vray 5 - 3ds Max Tutorial - Breakdown Tutorialedstudios2026-09-28 | How to make a Sea Turtle with Tyflow + Vray 5 - 3ds Max Tutorial - Breakdown TutorialUsing Houdini to fracture and simulate a statue crumbling into pieces and falling downedstudios2023-05-27 | In this 3D animation I used SideFX Houdini and the RBD material fracture to voronoi fracture a 3D statue into small pieces made of concrete and then used the RBD Bullet Solver to simulate those fractured pieces crumbling and falling down. I used custom glue constraints to connect the large pieces together and have the glue constraints break apart based on the impact force.
The 3D model for the bressant statue was downloaded from ThreeDScans. threedscans.com
I then used Solaris and the Nvidia Omniverse Houdini Connector (Omniverse USD ROP) to export this simulation into USD, and brought the 3D animation into USD Composer for real time rendering using RTX Path Tracing with a 3080Ti. In future I'll be adding an animated VDB of a smoke simulation from Embergen to add more realism to this animation. Lastly the render sequence was composited using After Effects.
For more Houdini tutorials, 3ds Max, and Tyflow content, visit: edstudios.ca
You can download all of my houdini project files (.hip/.hiplc), 3ds Max and TyFlow project files (.max) on my Patreon here: patreon.com/edstudiosNestle Vitality - 3D Commercial - Created with 3ds Max, Houdini, and Nvidia Omniverse USD Composeredstudios2023-05-25 | This showcases 3D animation created for a Nestle Vitality commercial. The crown splash liquid sims were alembic sequences exported from Houdini, and 3ds Max was used for setting up assets like the 3D animated oranges, 3D animated guava fruit, and mint leaves. All of the 3D elements were then assembled in Nvidia Omniverse USD Composer (formerly Create) using RTX Path tracing for rendering. Nvidia Omniverse is a great tool for previewing and rendering USD's in real time and makes 3D production for 3D animated commercials very fast.
For more Houdini, 3ds Max, and Nvidia Omniverse USD Composer content, you can view my 3D Generalist portfolio here: edstudios.ca
You can also download my 3ds Max, TyFlow, and Houdini project files from my Patreon here: patreon.com/edstudiosExporting Simulations from Houdini to Nvidia Omniverse (USD Composer)edstudios2023-05-22 | In this Nvidia Omniverse tutorial, I'll show you how to export your simulations / animations from Houdini to Nvidia Omniverse - USD Composer (formerly Create) for real time rendering using the latest Houdini Connector. Previously when exporting simulations using Alembic Sequences from 3ds Max / TyFlow or Houdini, the file sizes would be massive (in the hundreds of GB's) and fairly slow to playback, but using the Nvidia Omniverse Houdini Connector we can export directly to USD and have our color data and simulation data brought directly into Omniverse with a much smaller file size. In this case, one frame of this lego sim exported as an FBX was 25 Million Polygons for reference - so it's a super fast workflow for high poly geometry.
I'm currently working on more Houdini simulations to showcase this workflow for an upcoming Nvidia Omniverse Live Stream on Wed 24th, 2023, so stay tuned! youtube.com/watch?v=ISHJaG3kkyU
For more Houdini Tutorials, 3ds Max, and TyFlow content, visit: edstudios.ca
I'm going to make these Houdini project files available on my Patreon here: patreon.com/edstudios3D Modeling with 3ds Max 2024, RizomUV, & Substance Painter - Timelapseedstudios2023-04-21 | In this 3D Modeling Timelapse, i'll show you my process for 3D Modeling a futuristic drone ship asset with 3ds Max 2024 for a dystopian 3D short film I'm working on. In 3ds Max 2024 I used the new boolean modifier & retopology modifier. RizomUV for UV Mapping to unwrap the dense 3D model once it was completed so that I could send it to Substance Painter for creating the final textures. I also used Cable Basher & Kitbasher by Joker Martini for the wires / cables, and quick mesh attachment features. Using USD I brought the 3D model into Nvidia Omniverse for quick 360 turntables and real time previews, and used VRay 6 for final rendering. The final 3D model has 30x UDIM UV tiles at 2K resolution. I hope you enjoyed the breakdown - I'll be sharing more previews as the shot sequences come together.
Joker Martini Scripts jokermartini.com/product/cable-basher jokermartini.com/product/kitbash-blender3D Underwater Ocean Scene - Created with 3ds Max, TyFlow, & Vray 6edstudios2023-04-06 | In this 3D underwater ocean scene, we'll dive underwater and create this fish simulation. I used TyFlow to create the swimming crowd/swarm of fish, and another TyFlow simulation to create the floating water particles & bubbles. I used hand cam animation to give it a realistic movement with some depth of field. And I recorded a swimming pool to create a real animated caustics texture and then projected it with a Vray light in my 3D environment. The sand was created with substance designer and displaced on a ground plane in 3ds Max, and the rocks were just simple 3D geometry. I also used some volumetric fog to mimic real underwater ocean footage. Everything was rendered out in 3ds Max with Vray 6, and the final animation was composited in After Effects using an EXR sequence with various AOV passes. I'll be releasing a 3ds Max / TyFlow Tutorial for the fish simulation, and show you how to create underwater caustics and project animated textures with Vray lights for a 3D ocean scene soon. Stay tuned.
For more 3ds Max, TyFlow, and Houdini content, visit: edstudios.ca
For all of my 3ds Max, Houdini, & TyFlow project files, visit: patreon.com/edstudiosWhy TyFlow is awesome!edstudios2023-03-27 | In this video I'll go over the top 5 reasons why TyFlow is awesome! If you've used 3ds Max then you might be familiar with Particle Flow, which is 3ds Max's native particle engine, but it's single threaded, slow, and hasn't been updated in forever. Thanks to Tyson Ibele, TyFlow was developed for the 3ds Max community as a completely new particle engine that features super fast multi-threaded GPU acceleration. So now you can create 3ds Max particle simulations with an insane amount of geometry and collisions. This makes a huge difference as an FX artist when you’re building and developing a shot, especially when it requires a ton of iterations to perfect the final look of your animation. With tyFlow, you can easily simulate a wide range of technical effects, such as building demolitions with advanced fracturing options, fluid & particle effects like rain, snow, mud, slime, dust, and even grain simulations. It provides easy ways to create soft & rigid bodies, cloth simulations, crowd simulations, and so many more types of effects.. You can also use TyFlow particles to drive Chaos Phoenix, for other smoke, fire, and explosion type simulations. Using the TyParticleSkin modifier you can also create some really cool deformation effects, imagine metal crunching on a car for instance, but this can be used to drive any type of mesh deformation effect. TyFlow also has particle binding, mapping operators, VDB’s for fancy growth effects, and includes some awesome modifiers like tyBoolean, tyConform, and tySlice to name just a few. TyFlow simulations can even be meshed out with TyMesher for fast blob meshing - for effects like water condensation on a glass for instance. Finally you can even export your tyflow simulations into other 3D software like Unreal Engine or Nvidia Omniverse for real time rendering.
For more awesome TyFlow tutorial channels I highly recommended: @RedefineFX @fabienescudero @andvfx @fxmaniac2839 @simulation_lab
For more 3ds Max, TyFlow, and Houdini tutorial content, visit: edstudios.caWhy SideFX Houdini is absolutely insane!edstudios2023-03-23 | If you're interested in SideFX houdini and want to know more about what the software does and best places to learn it, this video explains why it's worth incorporating into your workflow. SideFx Houdini is a powerful 3D animation and VFX software used by some of the world's top visual effects studios because of it's advanced and scalable features. For example, Houdini's fluid, cloth, particle, pyro, and crowd simulation tools are incredibly powerful - by using nodes and VEX based workflows, artists have precise control over the final results and can easily iterate and add a ton of detail where needed. This allows for complex setups, which can produce highly realistic results that can scale across the entire production. But it comes at the cost of having a steeper learning curve compared to other 3D software. If you're interested in learning more about Houdini and its capabilities, be sure to check out SideFX's website and community resources.
For tutorials & 3D content visit: edstudios.ca3ds Max, TyFlow, & EmberGen Tutorial - Create blowing snow #shortsedstudios2023-03-20 | Full 3ds Max, TyFlow, & EmberGen Tutorial: youtube.com/watch?v=YCBRQVd4pHg3ds Max & TyFlow Tutorial - Simulate Cloth #shortsedstudios2023-03-20 | Full 3ds Max & TyFlow Tutorial: youtube.com/watch?v=iPZHOjK32xkHow to create blowing snow using 3ds Max, TyFlow, EmberGen, and Nvidia USD Composer - Tutorialedstudios2023-03-20 | To download this project file - and all of my 3ds Max, Houdini, and TyFlow project files, visit: patreon.com/edstudios
In this tutorial I'll show you how to create blowing snow using 3ds Max, TyFlow, EmberGen, and render it in Nvidia Omniverse USD Composer (formerly Nvidia Omniverse Create). First I created a ground plane in 3ds Max with a noise modifier. I then used a TyFlow simulation to generate rocks, and baked the simulation to geometry using a TyMesher object set to "Input Geometry". I then created a second TyFlow simulation for the blowing snow particles. I used a plane with a texture map to birth particles based on an animated black and white image - this creates more variety in the wind movement to better mimic blowing snow. I also used a couple collision operators to spawn snow particles that collided with the rocks. Afterwards I used another TyFlow simulation to blanket the rocks and ground plane with snow, and meshed the particles as a blob mesh using another TyMesher object. Instead of using a shape operator - I exported these blowing snow particles using the "Export Particles" operator set to alembic export (houdini particles). This animated point data will be meshed using Geoprims in Nvidia Omniverse later on - which is a great way to keep your exported file sizes small. Once all of the scene 3D meshes were exported as USD's (eg. the rocks, ground, & snow cover) - I moved into EmberGen to simulate volumes for the blowing snow. First, I started with an EmberGen preset, and used a low poly snow mesh I exported out of 3ds Max as a collider. I then had the real time smoke simulation emit particles from this snow ground mesh, and used a force node to blow the smoke/snow up the mountain. This EmberGen simulation was then exported as an animated VDB sequence. In the last part of this tutorial, I'll show you how to import your USD exports into Nvidia Omniverse USD Composer for final rendering. I started with the animated VDB sequence, and then imported the rocks, ground, and TyFlow blowing snow particles (.abc). Added materials and tweaked the lighting, and animated simple camera movement, and finally rendered it out of Omniverse as an EXR sequence for compositing the final 3D animation in After Effects. And that's how to create a blowing snow simulation using 3ds Max, TyFlow, EmberGen, and Nvidia USD Composer.
For more information on animated VDB sequences in Nvidia Omniverse Create - I recommend watching this tutorial: youtube.com/watch?v=nhKwqwdzAOw
The code used in this video can be referenced here: ---------------------------------------------------------------------------------------
import os path_of_the_directory = 'XXXX' object = os.scandir(path_of_the_directory) vdb_dir= "@../EmberGen/" print("Files and Directories in '% s':" % path_of_the_directory) x=0 with open("c:/temp/output.txt", "a") as o: print(x) for n in object : if n.is_dir() or n.is_file(): nstr = (f'{x}'+ ":" + vdb_dir + n.name + "@,\n") print (nstr) o.write(nstr) x=x+1 object.close() ---------------------------------------------------------------------------------------
For more 3ds Max, TyFlow, and Houdini content, please visit: edstudios.caBlowing Snow Simulation - 3ds Max, TyFlow, EmberGen, and rendered in Nvidia USD Composeredstudios2023-03-17 | In this blowing snow simulation, I first used 3ds Max + TyFlow to create the ground plane, rocks, snow covering mesh (tymesher with blobmesh), and snow particles. The ground, rocks, and snow mesh were exported as a USD, and the tyflow snow particles were exported as an alembic sequence (houdini particles) out of tyflow, and brought into Nvidia USD Composer (formerly Nvidia Omniverse Create). Since the alembic sequence only exported particles/animated points - Omniverse rendered them using UsdGeomPoints - which is super fast for meshing particles. This helps reduce the file size a huge amount since you dont have to export the snow particles as meshes out of 3ds Max. Finally, I exported a low res ground plane out of 3ds Max, and imported it into Embergen, and used the ground mesh as a smoke emitter. I added a wind force and then exported the smoke simulation out of EmberGen as a VDB sequence. The VDB sequence was then brought into USD Composer as a Volume, and all I had to do was add a couple lights, materials, a camera, and render it out as an EXR sequence for compositing in After Effects. I'll be releasing a tutorial soon, and will show you how to create this blowing snow simulation using 3ds Max, TyFlow, EmberGen, and Nvidia USD Composer.
For more 3ds Max & TyFlow tutorials, and TyFlow project files, visit: edstudios.ca
For my 3ds Max, Houdini, TyFlow project files, you can download them here: patreon.com/edstudiosCreating cloth simulations with TyFlow & 3ds Max - Tutorialedstudios2023-03-10 | In this 3ds Max & Tyflow tutorial I'll show you how to create cloth simulations and export your simulation via USD into Nvidia Omniverse Create for real time rendering. First, we'll create the cloth pieces using box geometry. Then using the birth objects operator and a cloth bind operator in TyFlow, we can convert that geometry into cloth particles, and can apply different forces to create abstract animations of cloth pieces floating around in our scene affected by wind, gravity, and noise. We can then export our TyFlow simulation, by using the export particles operator to export a tycache of our cloth simulation, apply a turbosmooth modifier, and export as USD. In Nvidia Omniverse Create, I'll show you how to open the USD file, add lighting, and a camera. I'll also show you how to use post-production effects like bloom, motion blur, chromatic abberation, and global atmospheric effects like fog. Using a few keyframes to animate the lighting and camera, we can then finish off our scene. Lastly, I'll show you how to export your final motion graphics animation using the Render Queue Dialog. I rendered my animation as an image sequence in the EXR format, and brought it into After Effects for final compositing.
For more 3ds Max / TyFlow tutorials, and Nvidia Omniverse Create content, visit: edstudios.ca
I upload my 3ds Max & TyFlow project files on my Patreon page along with other types of useful 3D tutorials, feel free to check it out: patreon.com/edstudiosSimulating cloth with TyFlow & rendering with Nvidia Omniverse Create in real timeedstudios2023-03-08 | Using 3ds Max and TyFlow, I created this basic cloth simulation, and then exported the simulation via USD into Nvidia Omniverse Create for real time RTX rendering. Stay tuned for a TyFlow tutorial on how to create the cloth simulation, and how to set up lighting and how to render out the animation in Nvidia Omniverse Create.
For more 3ds Max / TyFlow tutorials, and Nvidia Omniverse Create content, visit: edstudios.ca
I upload 3ds Max Tutorials, Nvidia Omniverse Create Tutorials, and TyFlow project files on my Patreon page along with other types of useful 3D assets, feel free to check it out: patreon.com/edstudiosNVIDIA Omniverse Create - RTX Demo Reel 2023edstudios2023-03-07 | This video showcases RTX Path Tracing and my latest Nvidia Omniverse Create Demo Reel for 2023. This show reel showcases work from the past year (2022 - 2023), featuring real time rendering demos for clients such as Ecobee, Asus / Siggraph, Edison Electric Institute, Nestle, Dell, & Nvidia.
If you're interested in how these 3D projects were built, most were a combination of using 3ds Max with TyFlow for the simulations, and then using the 3ds Max connector, the 3D scenes & TyFlow simulations were sent over to Nvidia Omniverse Create in USD format. A couple of these projects were also initially created in Unreal Engine & Houdini, and then also transferred into Omniverse Create using the Unreal Engine & Houdini connector. For performance, for the wheat field TyFlow simulation, the painted instances in Omniverse Create was impressively fast - rendering billions of polygons in real time using RTX on a single RTX 3080ti. For the New York City (Gotham inspired animation) demo, the 3D scene was massive, featuring a 1215 km2 3D city model / map, volumetric lighting, an emissive light simulation built using TyFlow, totaling approximately 110GB of particle simulation data. Lastly, for the Dell demo (flying plane animation), it was primarily used on a Dell commercial for previz, but the VDB cloud volumes were super fast to work with in Omniverse Create. For example, in 3ds Max with Vray, it was taking roughly 15min per frame to render the Cloud VDB volumes vs. 10 seconds at 1920 x 1080 in Omniverse Create. I encourage everyone to check out GTC coming up in March for more news about Nvidia Omniverse and the amazing RTX technology it features.
For 3ds Max tutorials, TyFlow Tutorials/Project Files, and Nvidia Omniverse Create Content, visit: edstudios.ca
I upload 3ds Max Tutorials, Nvidia Omniverse Create Tutorials, and TyFlow project files on my Patreon page along with other types of useful 3D assets, feel free to check it out: patreon.com/edstudios3ds Max & TyFlow Tutorial - Create abstract fiber optic cables #shortsedstudios2023-03-06 | Full 3ds Max & TyFlow Tutorial: youtu.be/EtnonHzBYnUUsing 3ds Max & TyFlow to create abstract fiber optic cablesedstudios2023-03-05 | In this 3ds Max & TyFlow tutorial - I'll show you how to use VecMap Tools by Kinematic Lab to paint RGB values onto objects and convert them to custom vector forces in TyFlow. By using a spline paths operator set to trajectory paths - we can grow on these fiber optic cables. I also use a force operator set to move the particles up, and combine it with a surface test operator to trigger the particles to only be affected when within a certain distance to that trigger object. I used a mapping operator to apply the painted RGB (VecMap Tools) texture onto our TyFlow tysplines object, and then baked it all out using a tymesher object set to "input geometry", so that I could easily duplicate the baked TyFlow geometry and arrange it in my 3ds Max scene. There are lots of ways to create a variety of looks, you could change the plane object into a box or sphere, or custom geometry or play around with painting different designs in VecMap Tools for cool custom forces. Optionally you could light & render this out with Vray - but in this tutorial I show you how you can export a USD of your TyFlow simulation, and use Nvidia Omniverse Create to render out your scene in real time. By using an OmniPBR material, rectlight & dome light, with DOF on a camera, we can use RTX pathtracing to interactively compose our 3D scene and export out our simulation for final rendering. Using the image sequence we can then bring it into After Effects for creating our final 3D motion graphics animation.
For more 3ds Max & Tyflow tutorials, Nvidia Omniverse Create tutorials, and my 3D portfolio, visit: edstudios.ca
You can also download my 3ds Max & TyFlow project files from my patreon: patreon.com/edstudiosUsing 3ds Max & TyFlow to render simulations in real time within Nvidia Omniverse Createedstudios2023-02-27 | In this presentation I go over a bunch of 3ds Max & TyFlow projects and provide a breakdown into how they were created. This presentation was created for the Autodesk Vision Series (2022), but I wanted to share here as well. Some of these TyFlow projects were already covered, but there are some new TyFlow tutorials / breakdowns within it, that are new eg. like the earthquake/ground destruction demo, the 3ds Max Maproom / data visualization demo, and Ecobee Nvidia Omniverse Create BTS etc. So hopefully this helps provide some useful information.
For more 3ds Max & TyFlow tutorials, Houdini Projects, Motion Graphics, and 3D content, visit: edstudios.ca
You can download all of my 3ds Max & TyFlow project files, Houdini (.hip) files, and simulation setups on my Patreon page: patreon.com/edstudios3ds Max & TyFlow Tutorial - How to create knitting & stitching simulations #shortsedstudios2023-02-27 | Full 3ds Max & TyFlow Tutorial: youtu.be/EYxDr8hQhoAHow to create knitting & stitching simulations in 3ds Max & TyFlow - Tutorialedstudios2023-02-27 | In this 3ds Max & TyFlow tutorial I'll show you how to create a knitting / stitching simulation using basic splines that are arranged in a knit pattern. I'll first start off with ways to create hatched thread patterns using MCG SimpleWeave (http://www.scriptspot.com/3ds-max/mcg/mcg-simpleweave)
And then we can use a tyFlow simulation to create splines using a tysplines operator set to trajectory mode with a force operator. Alternatively you can use a plane object that is converted into splines using the tyMeshToSplines TyFlow Modifier as your starting splines for the final tyflow weave simulation. You could do this manually of course - but this way helps make it more non-destructive and provides a procedural modeling workflow.
Once we have splines that are arranged into a weaved pattern, we can put them into our knitting tyflow simulation and use a surface test to move the spline particles into a secondary event when it collides with the particles - then we can use a force operator and a surface force operator to have the threads fly away.
By exporting this simulation as tycache splines, we can use the retimer option on the tycache to reverse the keyframes, so that the threads start off unweaved - and then knit together in the final pattern. You could also just reverse the frames in After Effects, but this way you have more control if you have other animated elements in your scene. There are lots of ways to add variation to this simulation - like optionally using a texture map as the trigger, or changing the location or shape of our surface test object - but it just takes some trial and error. Lastly, everything was rendered out using VRay 6 and composited together using After Effects.
For more 3ds Max & TyFlow tutorials, Tyflow project files, and 3d motion graphics content / 3D Artwork, visit: edstudios.ca
You can download this 3ds Max / TyFlow project file from my Patreon page: patreon.com/edstudiosSideFX Houdini Tutorial - Procedurally Modeling Telephone Poles #shortsedstudios2023-02-25 | Full Houdini Tutorial: youtube.com/watch?v=TWCew36EJTwSideFX Houdini Tutorial - Procedurally Modeling Telephone Polesedstudios2023-02-25 | In this SideFX Houdini tutorial, I'll go over how I created this procedural model of Telephone poles / Utility poles as an HDA (Houdini Digital Asset). By simply drawing a curve on top of your landscape - it automatically generates your telephone poles with hanging wires. I'll break down how I used a Ray SOP to project the input curve onto the ground (which is a grid distorted with a Mountain SOP), and how I used a resample to control the amount of telephone poles. After Ill show you how to use that curve to generate hanging telephone pole wires using a foreach SOP that iterates through each part of the curve, resamples it, and uses an attribute wrangle with a bit of VEX to adjust the points Y position with random offsets, for each hanging wire. I'll also show you how I built the crossbar using copy to points, a chain SOP, and grouping points for easily extracting points and parts of the mesh for perfect placement, using Blast SOP's. As with anything in SideFX houdini, there are a ton of ways to approach procedural modeling, but hopefully this gives some tips & tricks for creating your own HDA's.
For more SideFX houdini tutorials, procedural tutorials, 3ds Max tutorials, and TyFlow content, visit: edstudios.ca
You can download this Houdini project file (.hip / .otls) on my patreon page: patreon.com/edstudios3ds Max & TyFlow Tutorial - Disintegrate a room #shortsedstudios2023-02-22 | Full 3ds Max & TyFlow Tutorial: youtube.com/watch?v=NPql7EJKgOEDisintegrate a room using TyFlow, 3ds Max, & VRay - Tutorialedstudios2023-02-21 | In this 3ds Max tutorial, Ill show you how to use Tyflow to disintegrate a room using a few dynamic simulations. In the first simulation, well add the furniture to the tyflow simulation using a birth objects operator, and use a surface test operator to check the distance to our trigger object. As the furniture collides with this trigger object, they will then pass to the next event where the force operator will animate them flying away. For the wall, we can create a disintegration effect by using a birth objects node, and a voronoi fracture to break the wall into particle chunks, and by using a force and a collider we can trigger the wall to dissolve and for the debris particles to fly away. Ill also show you how to have the plant leafs fly away as well, and finally how to use cloth bind to make our floor rug look like cloth floating in the wind as it falls down with gravity. Everything was then cached out using tycache and rendered with VRay 6.
For more 3D simulations, and VFX TyFlow project setups, visit: edstudios.ca
You can download all of my 3ds Max tutorials, TyFlow tutorials and TyFlow project files, and Houdini scene files (.hip) on my patreon page here: patreon.com/edstudiosSideFX Houdini Tutorial - Making Soft Body Simulations #shortsedstudios2023-02-19 | Full Tutorial: youtu.be/iejHx2AczJkSideFX Houdini Tutorial - Grow structures using solvers #shortsedstudios2023-02-19 | Full Tutorial: youtube.com/watch?v=vprF9RNJSzMSideFX Houdini Tutorial - How to grow structures using a solveredstudios2023-02-19 | In this SideFX Houdini tutorial Ill show you how to grow structures using a simulation for procedural 3D modeling of things like crystals, icicles, minerals, rocks, or abstract geometry. Using a houdini solver SOP we can use the previous frame to continuously keep growing our geometry with a simulation using a growth solver. The 3d geometry is then converted into a VDB and the back into polygons so that the geometry can be meshed together for better refractive glass material effects. In finally rendered everything out in Redshift and composited it in After Effects for this final motion graphics animation. This is a great way to generate and simulate procedural organic 3D models like rocks, bacteria, or viruses, and you can simply switch out the seed geometry from a box to a dodecahedron and create a new 3D structure. I used this effect to model 3D THC weed Shatter for a Cannabis brand, which looks like golden glass or honey.
For more procedural 3d tutorials, using SideFX Houdini & 3ds Max, visit: edstudios.ca
To download this houdini project (.hip) and all of my 3ds Max, TyFlow, and Houdini project files, visit: patreon.com/edstudiosDramatically Save on Render Time using Topaz Labs Video AIedstudios2023-02-19 | Using Topaz Labs Video AI - I'll show you how to upres/upscale your renders from 1080p to 4K, reduce noise/grain, optionally add slow motion, and sharpen your renders to dramatically reduce your render times and save money. I had to render this animation in 3ds Max with Vray and it was taking roughly 30 min per frame, and even then, it still had a lot of noise in the shadows and I needed to increase the Vray samples a ton to clean it up. So rather than waste money on a render farm, you can use Topaz Labs Video AI to clean up your renders (reducing noise, artifacts, and low samples) and output an EXR image sequence or Pro res video file.
It worked great for me - by rendering out 1080p and then upscaling to 4k - I saved a ton of time and render costs for a faster turn around. This video isnt sponsered - I just think it's a great tool!
I upload 3ds Max Tutorials, Houdini Tutorials, and TyFlow project files on my Patreon page along with other types of useful 3D assets, feel free to check it out: patreon.com/edstudiosSideFX Houdini Tutorial - How to use images to extrude and create abstract illustrationsedstudios2023-02-18 | In this video, I'm teaching you how to use images to extrude and create abstract illustrations in SideFX Houdini.
In this SideFX Houdini tutorial I use an image to drive a polyextrude node, by first converting bitmaps to color data and an attribute wrangle to write that color data to the extrusion distance scale. Afterwards I use another color node to apply a gradient over the entire 3D model. Using a Redshift material and a domelight + 1 single directional light source with volumetric fog - we can create a procedural setup that can generate tons of abstract 3D illustrations by just swapping out the extrusion bitmap.
Download this project file and all of my SideFX Houdini Scene Files here: patreon.com/edstudiosSideFX Houdini to Substance Painter Workflow (Rendering with Redshift + UDIMs)edstudios2023-02-18 | In this SideFX Houdini tutorial I'll show you my Houdini to Substance Painter Workflow and how to create UV's with a single UV channel as well as how to generate and work with UDIM's for exporting into Substance Painter. I'll show you how to use Labs Auto UV and UV Layout to generate UV's on basic geometry and on USD / FBX models as well. I'll also show you how to bring those Substance Painter textures back into Houdini, and how to set up your Redshift materials for rendering in Redshift. Lastly, I'll show you this handy plugin called Substance Painter Live Link by Xolotl Studio which helps automatically bring your 3d models from Houdini into Substance Painter for painting, and then automatically generates all of your Redshift materials for you in Houdini on export. So that means you don't have to manually link all of your substance painter textures manually in Redshift - which saves a ton of time! Substance Painter Live Link also supports other renderers like (Arnold, Mantra, Octane, Redshift, Renderman, & V-Ray) as well.
Download my project files and all of my SideFX Houdini Scene Files here: patreon.com/edstudiosSideFX Houdini Tutorial - Making Soft Body Simulations using Vellum Cloth & Point Deformedstudios2023-02-18 | In this SideFX Houdini tutorial I'll show you how you can simulate soft body deformations using Vellum Cloth and then deform high poly objects using Point Deform. This allows for faster simulation times and can be used to iterate your soft body simulations a lot faster. In this Houdini demo I use objects like Raspberries & Tumbleweeds to showcase a range of ways this soft body vellum cloth simulation setup can be used to create squish, jiggle, jello, balloon, or deflating simulation type animations. I used Redshift to render everything out in Houdini - optionally you can export your soft bodies simulation as an alembic file and render it out in Nvidia Omniverse Create or Unreal Engine.
Download my project files and all of my SideFX Houdini Scene Files (.HIP) here: patreon.com/edstudiosHow to loop, reverse, and offset animations in Nvidia Omniverse Create with Animation Sequenceredstudios2022-12-04 | In this Nvidia Omniverse Create tutorial, I'll show you how to non-destructively repeat/loop your animations, offset the star and end timing, reverse your animation, and duplicate animation clips. It's a really handy way to manage animations within your scene files.
Im just using a single rigged toy wooden train model with 0 - 100 frames of animation - but for long sequences - this is the perfect way to trigger animations and easily modify animated geometry without having to re-export animation data from your DCC (eg. 3ds Max, Maya, Blender, Houdini, C4D, etc)
For more Nvidia Omniverse Create tutorials and content visit: edstudios.ca/motion-graphics-and-3d-animation-tutorialsExport animations from 3ds Max to Nvidia Omniverse Create using the Connector - Y up / Z up Tutorialedstudios2022-12-04 | In this Nvidia Omniverse Create tutorial - I'll show you the workflow for exporting animations from 3ds Max to Omniverse Create and which settings to use in the 3ds Max connector. If you've ever wondered whether to export in the Y up Axis or Z up Axis - I'll explain how to avoid issues when working with different world coordinate systems and which "Export Up Axis" setting to use.
If you're using 3ds Max to create animations and want to export them to use in other applications like Nvidia Omniverse, then this guide is for you! Learn how to export animations from 3ds Max to Nvidia Omniverse Create in the USD format using the 3ds Max connector, so you can create high-quality animations and start rendering them out in real time!
Correction: In the video I accidently stated 3ds Max is a Y up system but actually 3ds Max uses a right handed, z-up world coordinate system - the method shown still works as described.
For more 3ds Max & Nvidia Omniverse Create tutorials, visit: edstudios.ca/motion-graphics-and-3d-animation-tutorialsPROJECT FILE - Carbon Fiber & Cloth Stitching Effect - 3ds Max & TyFlow Simulationedstudios2022-11-24 | In this 3ds Max & Tyflow simulation project file - I show you how to use weaved splines to create a carbon fiber and cloth stitching effect. Using particle binding, a gravity force, we can reverse the cached simulation to then create a stitching thread vfx effect that looks like a bunch of thread was simulated to stitch together to form a piece of fabric or cloth.
You can download the 3ds Max TyFlow project from my Patreon here: patreon.com/edstudiosCreating custom characters + facial animation with live link in 3ds Max & Unreal Engine P2edstudios2022-11-23 | For any VTuber on youtube you may find this helpful. In the second part of this custom VTuber Character 3ds Max and Unreal Engine tutorial - I'll show you how to take any character 3D model, then auto-rig it using the free AccuRig by Reallusion, and use 3ds Max to create custom face blendshapes. I'll also show you how to mirror the face poses using MCG Mirror Morph, how to load the facial blendshapes into the morpher modifier, and finally how to copy the skin modifier from the accuRig FBX rig and paste it onto one final vtube character mesh for exporting to Unreal Engine. In part 2 of this tutorial I'll show you how to load in the custom character, create a animation blueprint for using Live Link with an iPhone, and ultimately show how to create custom facial animation with an Iphone working on a custom vtube character in Unreal Engine.
Shout out to @Polywink for the awesome tutorial - watch a better explanation for working in Unreal Engine here: youtube.com/watch?v=L8RckB9ZRJE
For more free 3ds Max, Houdini, and Unreal Engine content & tutorials visit: edstudios.ca/motion-graphics-and-3d-animation-tutorialsCreating custom characters + facial animation with live link in 3ds Max & Unreal Engine P1edstudios2022-11-23 | For any VTuber on youtube you may find this helpful. In the first part of this custom VTuber Character 3ds Max and Unreal Engine tutorial - I'll show you how to take any character 3D model, then auto-rig it using the free AccuRig by Reallusion, and use 3ds Max to create custom face blendshapes. I'll also show you how to mirror the face poses using MCG Mirror Morph, how to load the facial blendshapes into the morpher modifier, and finally how to copy the skin modifier from the accuRig FBX rig and paste it onto one final vtube character mesh for exporting to Unreal Engine. In part 2 of this tutorial I'll show you how to load in the custom character, create a animation blueprint for using Live Link with an iPhone, and ultimately show how to create custom facial animation with an Iphone working on a custom vtube character in Unreal Engine.
Shout out to @Polywink for the awesome tutorial - watch a better explanation for working in Unreal Engine here: youtube.com/watch?v=L8RckB9ZRJE
For more free 3ds Max, Houdini, and Unreal Engine content & tutorials visit: edstudios.ca/motion-graphics-and-3d-animation-tutorialsPROJECT FILE - Stick drawing in the sand - Advanced grain sim - 3ds Max & TyFlow Simulationedstudios2022-11-19 | In this video, I provide a project file to create a realistic looking 3D grain simulation / stick drawing in the sand, using TyFlow, and 3ds Max.
In the 3ds Max project file I used photogrammetry of multiple sand scans - I used a morpher modifier to blend the two sand scans together with a custom MCG modifier that converts volume selection into vertex colour data. Then I added two tyflow grain simulations - one that sits tiny sand particles on top of the ground and is activated when the stick interacts with the sand particles - and the other grain sim generates hundreds of thousands of sand grains where the stick pushes through the ground. It's much more efficient this way and provides a realistic sand simulation as the stick draws a pattern/design in the ground at the beach.
If you see a missing OSM modifier on the ground mesh - you need to open the custom MCG file I included so that the modifier opens correctly.
You can download the 3ds Max TyFlow project from my Patreon here: patreon.com/edstudiosPROJECT FILE - Leaves falling off and flying into the wind - 3ds Max & TyFlow Simulationedstudios2022-11-18 | In this video, we'll be taking a look at how to use TyFlow to create a leaves falling into the wind in a 3ds Max scene.
By using TyFlow, we'll be able to create a realistic simulation of leaves falling off a tree, flying into the wind and landing on the ground. This video is perfect for anyone looking to add a splash of realism to their 3ds Max scenes!
This TyFlow simulation was built in 3ds Max, and rendered with Vray 6. This TyFlow simulation demo uses a skeletal birth node to bend the main trunk/branch of the plant and the leaves are then binded to the branch and break off and fly into the wind by following a path - when a certain wind force threshold is reached. The remaining forest assets were brought in from Quixel bridge - but please note - this project file just includes the main tyflow sims of the hero plant asset with the leaves breaking off. I also added a sim for the tiny rocks, debris, and moss scattered on the forest floor - so they also get sucked up into the vortex.
You can download the 3ds Max TyFlow project from my Patreon here: patreon.com/edstudiosPROJECT FILE - Scifi Microchips - 3ds Max TyFlow Simulation rendered in Nvidia Omniverse Createedstudios2022-09-14 | This TyFlow simulation was built in 3ds Max, and rendered in real time in Nvidia Omniverse Create. The first Tyflow simulation models random box arrays, and the second TyFlow simulation then animates the box array so that the particles randomly shrink and grow based on deforming colliding objects. I exported the TyFlow simulation as an alembic file and then brought it into Nvidia Omniverse Create for real time rendering. I used it to create a few abstract scifi microchips and particle animations featured on my site.
You can download the 3ds Max TyFlow project and Nvidia Omniverse Create file from my Patreon here: patreon.com/edstudiosDigging Dirt, Sand, & Rocks - TyFlow simulation + 3ds Max. Rendered in real time in Nvidia Omniverseedstudios2022-08-03 | Using 3ds Max and TyFlow I created a 3D animation of an excavator digging up the ground and moving rocks over to create a rock pile. The digging gravel simulation was over 100 GB and was then brought into Nvidia Omniverse Create for real time rendering. I used the paint extension to add small rocks and 3D trees in the background.
I upload 3ds Max Tutorials, Nvidia Omniverse Create Tutorials, and TyFlow project files on my Patreon page along with other types of useful 3D assets, feel free to check it out: patreon.com/edstudiosRevealing a 3D Building (3ds Max, TyFlow, Nvidia Omniverse Create)edstudios2022-08-02 | Using TyFlow and 3ds Max, I created this abstract construction simulation of a 3D building /high rise tower being revealed and built up like a timelapse. I added in animated cars/vehicles using Unreal Engine assets and animated the crowds and people using Anima 4 Pro to populate the scene. The VFX simulation was then lit and rendered in real time using Nvidia Omniverse Create.
I upload 3ds Max Tutorials, Nvidia Omniverse Create Tutorials, and TyFlow project files on my Patreon page along with other types of useful 3D assets, feel free to check it out: patreon.com/edstudiosLow Poly 3D Animation Opening - Edison Electric Institute - Global Electrification Forum 2022edstudios2022-08-01 | I used 3ds Max, TyFlow, and Nvidia Omniverse Create with UDIM image sequences on a diffuse texture to create the opening 3D animation & Motion Graphics for the Global Electrification Forum. The idea was to show 3d electricity running through and connecting a low poly 3D city together and represent all of the industries and sectors it affects from mining minerals, food and agriculture, transportation, planes/airline industries, subways/speed rails, shipping containers, nuclear power plants, solar power, wind turbines, auto industry /vehicles, and construction. This conference discussed renewable energy sources and the future of how these sustainable technologies will integrate into our industries.
I upload 3ds Max Tutorials, Nvidia Omniverse Create Tutorials, and TyFlow project files on my Patreon page along with other types of useful 3D assets, feel free to check it out: patreon.com/edstudiosWhat is Nvidia Omniverse? Demo Reel / Show Reel 2022edstudios2022-07-31 | What is Nvidia Omniverse? Rather than explain it with a boring slideshow - I created this Demo Reel / Show Reel for Nvidia Omniverse Create which showcases and highlights some of it's RTX real time rendering features. This Nvidia Omniverse Create 3D animation & film was assembled in a couple days using assets from 3D Marketplaces eg. the sports car, underground tunnel, 3d city, and train station etc. And Anima 4 Pro was used to add people and crowds into the various scenes.
I upload 3ds Max Tutorials, Nvidia Omniverse Create Tutorials, and TyFlow project files on my Patreon page along with other types of useful 3D assets, feel free to check it out: patreon.com/edstudiosLaocoön and His Sons - 3D Animation (3ds Max & Nvidia Omniverse Create)edstudios2022-07-30 | I used 3ds Max to assemble the assets and then brought everything into Nvidia Omniverse Create to setup the lighting and 3D animation for real time rendering.
I upload 3ds Max Tutorials, Nvidia Omniverse Create Tutorials, and TyFlow project files on my Patreon page along with other types of useful 3D assets, feel free to check it out: patreon.com/edstudiosCoin Tornado (3ds Max, TyFlow, Nvidia Omniverse Create)edstudios2022-07-29 | I used 3ds Max and TyFlow to create this coin tornado simulation using rigid bodies and a curl noise force, then rendered the simulation out in real time using Nvidia Omniverse Create.
I upload 3ds Max Tutorials, Nvidia Omniverse Create Tutorials, and TyFlow project files on my Patreon page along with other types of useful 3D assets, feel free to check it out: patreon.com/edstudiosHow to add people and crowds in Nvidia Omniverse Create using 3ds Max, Anima 4 Pro, & Unreal Engineedstudios2022-07-25 | In this Nvidia Omniverse Create tutorial I'll show you how to add people and build crowds using Anima 4 Pro. In order to export your 3D people as a USD file for importing into your Nvidia Omniverse project, instead of using 3ds Max, you'll need to use Unreal Engine. Simply install the Anima plugin in Unreal Engine, and the Nvidia Omniverse Unreal Engine connector so that in UE5 you can import your Anima project, right click, and choose export to Omniverse. Then you'll be able to bring in your animated people and have the textures be automatically set up correctly. I'll also show you how to fix any feet that are passing through the ground mesh with a few key frames. This will help you quickly populate your Nvidia Omniverse projects with people.
Visit my website for more free 3ds Max and Nvidia Omniverse Create tutorials, and free tyflow project files: edstudios.ca/motion-graphics-and-3d-animation-tutorialsReal Time 3D Wheat field - Simulating animated wheat being harvested using TyFlow, Omniverse Createedstudios2022-07-10 | This simulation of a wheat field being harvested was created using TyFlow, 3ds Max, and rendered in real time using Nvidia Omniverse Create. I used a birth skeleton operator to create a realistic wheat plant swaying in the wind, exported it as an alembic file, and then created another TyFlow simulation to react to the Harvestor colliding with the wheat plants. I exported all of the animated meshes into Nvidia Omniverse Create, where I also used the Paint Extension to build the rest of the wheat field in the background (using 8x instances of alembic wheat animations to add variety). I painted in some tree meshes and added in an HDRI sky dome + direct light for the lighting. This tyFlow simulation shows you the power of painted instances in Omniverse Create, which allows you to render billions of polygons in real time. You can use this technique for corn fields, wheat fields, or any type of large areas easily. I'll be putting together a Tyflow tutorial for this soon!
To get TyFlow project files and other 3ds Max content, visit my Patreon page: patreon.com/edstudios
Visit my website for more free 3ds Max tutorials, Nvidia Omniverse Create content, and free tyflow project files: edstudios.ca/motion-graphics-and-3d-animation-tutorialsTyflow Road Destruction + Earthquake (Project File)edstudios2022-06-27 | This TyFlow simulation was built in 3ds Max, and rendered in real time in Nvidia Omniverse Create. This experimental Tyflow simulation is of a road breaking in the desert from the shockwave of an earthquake. I wanted to simulate the road destruction/asphalt breaking dynamically, and also simulate the telephone pole wires reacting to the earthquake rippling and ground shockwave movement under the street. The road was voronoi fractured and used a collider object to trigger the road breaking. The shockwave effect for the ground was created using a volume select modifier with soft selection enabled, and a push modifer on top. There are 3x total tyflow simulations, one for the road cracking/fracturing, one for sticking the telephone poles onto the ground, and the last one is for simulating the telephone wires/cables swaying and reacting to gravity forces. I'm working on putting together a tutorial shortly.
You can download the 3ds Max TyFlow project file from my Patreon here: patreon.com/edstudiosUsing TyFlow & 3ds Max to simulate digging dirt, soil, or sand with an Excavatoredstudios2022-06-22 | In this TyFlow tutorial, I show you how to simulate an excavator digging dirt in 3ds Max, and then how to export fbx and alembic (.abc) files into Nvidia Omniverse Create for rendering your animation in real time. I animated a couple free 3d models I found on cgtrader of a wooden cat excavator, and then simply animated the construction machine in 3ds Max. I then edited the ground mesh to separate a piece of the geometry to create a volume for the hole by extruding it. After that I created a birth voxel sim and detected where the tractor claw hit using a physx collider operator, so I could delete those voxel particles.
I then used tyMesher to blob mesh the tyFlow simulation and exported the animated deforming mesh as an alembic file. Using that alembic file (.abc), I used the deformation of the geometry to drive a second tyFlow simulation - where I used the birth intersection operator to create rocks and small debris where the excavator claw hit the ground. Combining these elements together it gives a great look for simulating digging a hole.
Finally, I show how to export our tyFlow particle simulation into Nvidia Omniverse, and how to export all of the animated geometry as an FBX for later conversion into USD for rendering in Nvidia Omniverse Create. For grain simulations, or digging holes of dirt/sand/soil, this tyFlow tutorial will show you how to create a versatile effect for dynamically breaking the ground.
You can download the 3ds Max TyFlow tutorial project file from my Patreon here: patreon.com/edstudios
For more 3ds Max tutorials and tyFlow projects visit: edstudios.ca/motion-graphics-and-3d-animation-tutorialsCreate a flowing wheat field in Nvidia Omniverse Create. Millions of instances rendered in realtime!edstudios2022-06-17 | In this Nvidia Omniverse Create tutorial, I'll show you how to get precise control over your instance nodes created with the paint extension, by creating simple geometry (a cube) flooded over a placement holder mesh, and then changing the USD Raw Properties to update the Point Instancer to use the high resolution mesh of a wheat plant growing over time. This allows you to generate millions of instances (without crashing your scene), with billions of polygons, for a highly detailed flowing wheat field. This allows for faster iterations, a non-destructive workflow, and allows you to create things like the tractor tire tracks in the wheat field without trying to manual use the paint brush and erase tool to place it all by hand - which would take forever!
You can also animate the wheat growing over time or use any kind of animated mesh as your Asset/Paint node, and then you can render it all in real time using Nvidia Omniverse Create. It's a really cool technique and allows for you to generate and layer a ton of detail. The amount of polygons that you that render in real time is absolutely insane and the RTX Path tracing technology used in Nvidia Omniverse Create never fails to impress me! I used 3ds Max to animate wheat growing, by using the Morpher modifier and 5x different models showcasing the various stages of growth, and then I added a Bend modifier on top to simulate the blowing wind.
Visit my website for more free 3ds Max tutorials, Nvidia Omniverse Create content, and free tyflow project files: edstudios.ca/motion-graphics-and-3d-animation-tutorialsUsing 3ds Max, TyFlow, and Nvidia Omniverse Create to dig/excavate dirt on a construction siteedstudios2022-06-14 | This TyFlow simulation built in 3ds Max and rendered in real time in Nvidia Omniverse Create was created as an experimental simulation for shots on a larger 3D commercial. I wanted to simulate ground and soil breaking dynamically and showing rocks being excavated by a Cat construction site vehicle. I'm working on putting together a tutorial shortly. The sound design was produced in Ableton.
You can download the 3ds Max TyFlow project file from my Patreon here: patreon.com/edstudios