Alexey PavlovThe Evolution of a Tool Back in Spring 2024, the first version of this project required a hand-made planar mesh to guide for strokes size and direction. All this is on my channel... Now, I’ve replaced manual labor with computer vision. Every stroke is now mathematically calculated from the source image. Real math algorithms, zero AI.
Technical Overview This is an automated pipeline for generating painterly effects using advanced computer vision. By leveraging Structure Tensor (ST) for anisotropic mass distribution and Flow-based Difference of Gaussians (FDoG) for structural line extraction, the system transforms photographs into expressive digital paintings while maintaining strict geometric integrity. No manual modeling required—just pure math-driven artistry.
- Anisotropic Filtering: Stroke alignment based on image gradients. - Dual-layer approach: FDoG for contours, ST for mass. - Procedural Workflow: Fully automated in tyFlow C# scripting. - Dynamic Scale: Stroke size driven by structural density.
Requirements & Disclaimer -Software: 3ds Max 2023 + tyFlow Free (v1.133 or higher). -Skills: Advanced proficiency in 3ds Max and tyFlow is required. -Note: This tool is provided "as is" without warranties
Update: -Added scene for 3ds Max 2022 + tyFlow Beta 0.16135
Modern image processing filters for digital painting in 3ds Max & tyFlow.Alexey Pavlov2026-04-06 | The Evolution of a Tool Back in Spring 2024, the first version of this project required a hand-made planar mesh to guide for strokes size and direction. All this is on my channel... Now, I’ve replaced manual labor with computer vision. Every stroke is now mathematically calculated from the source image. Real math algorithms, zero AI.
Technical Overview This is an automated pipeline for generating painterly effects using advanced computer vision. By leveraging Structure Tensor (ST) for anisotropic mass distribution and Flow-based Difference of Gaussians (FDoG) for structural line extraction, the system transforms photographs into expressive digital paintings while maintaining strict geometric integrity. No manual modeling required—just pure math-driven artistry.
- Anisotropic Filtering: Stroke alignment based on image gradients. - Dual-layer approach: FDoG for contours, ST for mass. - Procedural Workflow: Fully automated in tyFlow C# scripting. - Dynamic Scale: Stroke size driven by structural density.
Requirements & Disclaimer -Software: 3ds Max 2023 + tyFlow Free (v1.133 or higher). -Skills: Advanced proficiency in 3ds Max and tyFlow is required. -Note: This tool is provided "as is" without warranties
Update: -Added scene for 3ds Max 2022 + tyFlow Beta 0.16135
Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtextureSimple Granular Solver v1.1 Demo+TutorialAlexey Pavlov2026-09-24 | Advanced Granular Solver v1 Development and continuation of the project: youtu.be/7UT_t6Lm6wA
v1.1 — Feature List (EN) Float Mask for Freeze / Activate — control particle state (frozen or active) via a float mask channel. Secondary Freeze / Activate Assignment — re-freeze or re-activate particles at a later stage using the same mask logic. Two-Layer Mask — distance-based mask that splits the object into an inner frozen layer and an outer active layer, enabling layered structures. Cohesion — particle attraction for clumping and sticky behavior; implemented via velocity blending with distance-weighted neighbors. Procedural Mask with Noised Border and Slope — quick mask assignment with organic, noisy edges and gradient falloff.
Version 1.1 + 5 demo scenes for 3ds Max 2022 + tyFlow Beta 0.16135, added to the existing links:
v1.1 — Список фич (RU) Float-маска для заморозки / активации — управление состоянием частиц (frozen / active) через float-канал. Вторичная заморозка / активация — повторное назначение состояния частиц в любой момент симуляции. Двухслойная маска — маска по расстоянию делит объект на внутренний замороженный и внешний активный слои, позволяя создавать слоистые структуры. Когезия — притяжение частиц для слипания и комкования; реализовано через усреднение скоростей с весами по расстоянию. Процедурная маска с зашумлённой границей и наклоном — быстрое назначение маски с органичной, неровной границей и градиентом.
Версия 1.1 + 5 сцен из этого демо 3dsmax 2022+tyFlow Beta 0.16135, добавлены по уже существующим ссылкам:
Ultimate simplification, total optimization, and pure efficiency: 1000 lines of code have been compressed into just 150.The result is a hundred percent multithreading and insane performance. For 1 million particles, the average simulation time is just 0.5–0.6 seconds per frame—a baseline 200-frame simulation flies by in a record-breaking 2–3 minutes! For heavy scenes with 6 million particles (with XSPH enabled and an increased number of collision iterations), the speed remains steady at 3–4 frames per minute.
Key features that I kept in the core engine: Wake-up System (Sleeping Grid): Particles wake up strictly when they intersect with a mesh collider. The rest of the landscape grid sleeps like a stone, consuming minimum CPU resources, but crucially remaining a solid collision barrier for the active flow.
Mesh Colliders: Support for an unlimited number of collision objects with their own sub-iterations for flawless evaluation of even the fastest geometry motions.
Flat Ground (Z=0) Procedural Floor: An automatic plane at zero height that particles physically cannot fall through. This completely eliminates the need to create a heavy ground mesh in your scene.
Iterative PBD-Solver: Genuine particle-to-particle collision iterations for precision and stiffness control.
XSPH (Smoothed Particle Hydrodynamics): A fully multi-threaded velocity smoothing filter . It acts as a dynamic viscosity pass, structuring chaos into a cohesive flow.
True Multithreading: 100% utilization of all your CPU cores and logical threads.
Streamlined UI: A clean, minimal interface with only 6 parameters.
The package includes 6 scenes, all from the demo + mini-tutorial. 3dsmax 2022+tyFlow Beta 0.16135
Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtexture
________________________________________________________________ RUS: И следующий шаг в развитии Advanced Granular Solver был... отказ от вообще всех лишних фишек и наворотов! Максимальное упрощение, тотальная оптимизация и спартанская простота: 1000 строк кода превратились в 150. На выходе мы получили стопроцентный мультитред и сумасшедший перформанс.
Для 1 млн частиц среднее время просчета составляет всего 0.5–0.6 секунды на кадр — базовая симуляция на 200 кадров улетает за рекордные 2–3 минуты! Для тяжелых сцен на 6 млн частиц (с включенным XSPH и повышенным количеством итераций коллизий) скорость держится на уровне 3–4 кадров в минуту.
Ключевые особенности, которые я оставил:
Спящий грид (Wake-up System): активными становятся частицы только попавшие под меш-коллайдер, остальные остаются спящими и неподвижными минимально потребляя ресурсы CPU, но что важно, являются обьектами коллизии для активных частиц.
Меш-коллайдеры: Поддержка неограниченного количества коллизионных объектов с собственными sub-итерациями для безупречной отработки даже самых быстрых движений геометрии.
Процедурный пол (Flat Ground Z=0): Автоматическая плоскость на нулевой высоте, за которую частицы физически не могут провалиться. Избавляет от необходимости создавать лишний тяжелый меш земли в сцене.
Итерационный PBD-Solver: Честные итерации particle-to-particle коллизий для контроля точности.
XSPH (Smoothed Particle Hydrodynamics): Полностью мультипоточный фильтр сглаживания скоростей. Работает по принципу динамической вязкости, структурирует хаос.
Честный мультитред: Утилизация всех ядер и потоков вашего процессора на 100%.
Понятный UI: Лаконичный интерфейс, всего из 6 параметров.
В комплекте 6 сцен, все из демо + мини-туториал. 3dsmax 2022+tyFlow Beta 0.16135
Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtextureSecond demo of Adv. Granular Solver v1.2Alexey Pavlov2026-09-03 | This is the second demo of Adv. Granular Solver v1.2 – but I've been working hard, and a major update is coming soon. Features are listed at the end of the video. To be continued...
Package includes: 9+1 scenes, 3ds Max 2022+ tyFlow Beta 0.13135 Multithreading in 2023-2026 version works only with tyFlow PRO !
Advanced proficiency in 3ds Max and tyFlow is required! This tool is provided "as is" without warranties!Advanced Granular Solver v1.2 for tyFlowAlexey Pavlov2026-08-19 | Alternative granular solver for tyFlow, written in C#, simulates realistic behavior of particulate and viscous materials — from sand and gravel to thick fluids — featuring particle activation system, surface sticking, friction, clustering, and XSPH smoothing to suppress chaos and form laminar flows. v1 youtu.be/F42GXsesHts v1.1 youtube.com/shorts/iy4EYIIBcRI?feature=share
**v1.2 Major Feature Update:
Multi-Material Simulation:Complete support for simulating multiple distinct physical substances with unique behavioral characteristics simultaneously within a single simulation space.
Integrated Material Presets: Out-of-the-box configurations optimized for Wet Snow, Liquid, Sand, Jelly, and nearly Solid structures.
Adaptive Material Properties:Each substance possesses independent physical parameters, including stiffness, cluster break threshold, XSPH viscosity, XSPH viscosity radius, and damping.
Dynamic Neighbor Search Resolution: The Spatial Grid neighbor search structure and cell lookup radiuses dynamically adapt on the fly based on the specific material type of the particle.
On-the-Fly Phase Mutation:The engine reads the material type at every step via the standard Custom Float: material channel. This enables complex custom transition algorithms, such as melting, freezing, or localized mutations via animated mesh masks or data.
**Core Features Inherited from Previous Versions:
Extended Smoothed Particle Hydrodynamics (XSPH):Velocity smoothing for highly stable, clean, and laminar fluid streams. Spatial Grid Neighbor Search: Ultra-fast, native particle-to-particle proximity detection. Advanced Friction Engine: Discrete handling of particle-particle friction and particle-to-mesh boundary conditions. Sticky Particles & Megastick: Realistic surface tension simulation and absolute locked sticking to high-velocity moving or rotating geometry. Mesh Impulse Transfer: Accurate kinetic momentum distribution from animated meshes directly into the particle volume. Adaptive Clustering System: Internal spring constraints for structurally rigid or structurally dynamic behavior. Multi-Threaded CPU Architecture: Highly optimized multi-threaded loop distribution for heavy particle counts. Intelligent Activation System:Native system for wake-up triggers and localized "sleeping" zones. Zero Third-Party Libraries: Pure, open, and heavily optimized C# source code running directly within the tyFlow Script Operator.
Get it on Boosty (3000RUB~33$ / Best Price / Supports Global Credit Cards): boosty.to/hello_paf/posts/9176be5d-e751-4823-a50b-12e38428926e?share=post_link The update is available at the same link as previous versions, If you bought it, download it again! Package includes:9 scenes, 3ds Max 2022+ tyFlow Beta 0.13135 Multithreading in 2023-2026 version works only with tyFlow PRO !
Advanced proficiency in 3ds Max and tyFlow is required! This tool is provided "as is" without warranties!Midi drum to tyflowAlexey Pavlov2026-08-13 | So, I saw that everyone really liked the first part of my experiments, and this is the continuation.
I’m playing live on MIDI drums—which you can hear right now—while a custom, self-written C++ DLL processes this data on the fly and forwards it straight into tyFlow. Inside tyFlow, simple boxes react instantly to every single musical event. Technically....you can play a piano infinitely or loop a pre-recorded MIDI track tons of times without issues. But when it comes to real-time drumming, the system sometimes freezes up. If anyone is interested in this, I can share the code. However, keep in mind that there are a lot of hidden nuances related to your DAW and your specific hardware gear.
Description:A lightweight standalone Windows application written in C#. Designed for digital artists, concept artists, and graphic designers. Allows users to quickly generate authentic glitch effects, datamoshing, controlled macroblock shifts, pixel-bleed artifacts, and simulate video compression artifacts.
System Requirements: Windows 7-11 OS. Tiny 12 KB file footprint. Requires zero installation .
Use Cases: •Concept Art & Matte Painting: Fast texturing of cyberpunk elements, holograms, damaged UI interfaces, screens, neon noise, and Sci-Fi environments. •Graphic Design & Merch: Creating apparel prints, music album covers, posters, and editorial graphics in low-fi and techno-modern styles. •Gamedev & CG Production: One-click generation of unique references, digital corruption texture atlases, destruction masks, and standalone art assets.
Features: •Dynamic Block Cloning: Random copying and injection of image fragments with spatial coordinate offsets. •Neon RGB Split: Crisp chromatic aberration channel shifting locked precisely onto the boundaries of corrupted fields. •11 Hardware Sliders: Instant manual control over the entire chaos grid from minimum macroblock dimensions to strict lane turn probabilities in RAM. •Strict 90-Degree Turn Solver: The algorithm guides vertical pixel bleeds into rigid horizontal shelves at perfect 90° angles, keeping edges razor-sharp without messy gradients. •Macroblock Caliber: Independent tracking of minimum and maximum block sizes to build complex cascading chaos grids. •Melt Range Control: Separate adjustment of dynamic data stripe thicknesses and vertical drop lengths in pixels. •Fast Export: One-click save of final glitch-art assets directly into lossless PNG format.
Get it on Gumroad (10$) : losvaxx.gumroad.com/l/chadjz#midi data 2 #tyflowAlexey Pavlov2026-07-29 | I wrote a custom native C++ real-time MIDI controller bridge for tyFlow inside 3ds Max. The tool instantly captures real-time data directly from the musical instrument, visualizing key ID and input velocity per particle on the fly. (And yes, this is literally the second time in my life playing a keyboard!) #tyflow #3dsmax #fxtd #csharp #cpp #gamedev #procedural #realtime #midicontroller #simulation #vfx #nextgenartC# tyFlow Procedural Filter | Laplacian Density Filter & Point Cloud MorphologyAlexey Pavlov2026-07-20 | Hey guys! I’ve developed a tool for procedural particles / geometry processing called the Laplacian Density Filter. It works directly with point clouds and particle systems in pure real-time.
How it works in simple terms:The script analyzes each individual particle and counts how many neighbors surround it. If it has a lot of neighbors, it means the particle is buried deep inside the volume. If the neighbor count drops, the system instantly knows it’s an outer border or a sharp corner. The algorithm automatically isolates these "border" particles and pushes them into the next event using the native TestTrue flow.
Key Use Cases & Production Potential:
Realistic Weathering & Voronoi Chipping: Works incredibly well with Voronoi fractured geometry. You can take a basic cube, split it into thousands of fragments, and the filter will automatically find and remove pieces exactly where natural wear occurs—on the edges and corners. You get a perfect, time-weathered concrete block in one click.
Morphological Smoothing: Allows you to quickly round off and "soften" harsh voxel models, blocky buildings, or complex 3D structures, making their shapes look smooth and organic.
Fractal Destruction: The algorithm's density detection can be modulated by a multi-layered 3D noise. The noise "eats away" realistic, jagged cavities and non-linear holes strictly inside the walls, allowing you to generate incredibly complex post-apocalyptic building ruins. Everything is 100% procedural, calculates directly in RAM, just tweak the sliders in the UI and see the results instantly!
What’s included: 4 scenes (compatible with 3ds Max 2022+ tyFlow Beta and higher): -tyFlow Logo -scenePlanar Structure -scene3D Cube -sceneVoronoi Chipping scene
IMPORTANT NOTICE:The Monolithic Building scene is NOT included in this pack.The WFC (Wave Function Collapse) Engine is sold separately.
Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtexture3D WFC Engine 2026 — TutorialAlexey Pavlov2026-07-15 | This 20-minute video demonstrates how to set up 10 custom tiles from scratch and generate a custom building using the 3D Wave Function Collapse algorithm inside tyFlow. The video includes detailed captions and open subtitles covering every step of the process.
This is a step-by-step tutorial for: youtu.be/02ikPbBdmlU Full details and purchase options are available via the link in the description below.
Quickstart Series for Beginners:If you have zero scripting experience and want to get started with the script from the absolute beginning, watch this short 3-part micro-tutorial series: Part 0: youtu.be/iQdlkAA8eok Part 2: youtu.be/WBe6O_rstzw Part 3: youtu.be/xBS8phLM1K4
#tyFlow #3dsMax #ProceduralGeneration #WaveFunctionCollapse #VoxelArt #GameDev3D WFC Engine (2026 Edition)Alexey Pavlov2026-07-12 | What is it?
A high-performance procedural builder driven by the 3D Wave Function Collapse algorithm. The core engine automatically connects complex modular tiles based on strict voxel adjacency rules, solving intricate 3D structural layouts in real time.
2026 Core Update (vs 2025 Version):
Accuracy & Stability: Improved stability and corrected algorithm execution, resulting in significantly fewer errors and layout artifacts
Custom Probability Weights: Every unique 3D shape now features manual weight controls to seamlessly guide architectural density and prevent layout dead-ends. Weights can be set to zero to instantly disable a tile from spawning without breaking the matrix database.
Structural Layer Overrides: Added automatic height-based overrides. The demo showcases the first and last layers forcefully replaced with solid cubes to simulate a heavy concrete foundation and roof base.
Free 2D Version:The fully functional 2D version of this engine is available completely for free in this pack: youtu.be/C6jmmzbpywI
2026 version has been uploaded to Boosty using the existing old link: Full 3D WFC Engine 2026 Access — 3000 RUB (approx. $40) The set includes two scenes, with a building and pipes on the 2026 engine version.
If anyone needs details, a complete video example of a custom tiles setup , write to me, I will do it.
Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtexturetyFlow INVIDERSAlexey Pavlov2026-07-06 | I literally hooked into the OS keystream to drive the entire tyFlow simulation in real-time! The source scene is now available—please check the read-me guide first. You can easily adjust the gameplay parameters yourself. At its core, this is a clean engine test proving you can drive absolutely any simulation value using real-time keyboard inputs. drive.google.com/file/d/1dg0GUe_Hqkdz4lHMhDPE902oxGQgErSz/view?usp=sharing3D Volumetric Cyber-Organic Mesh GeneratorAlexey Pavlov2026-06-22 | A powerful generator for creating, visualizing, and hyper-detailing volumetric structures into countless complex shapes. The system operates by computing custom density maps across various procedural algorithms, which are then natively injected as a direct density source for VDB volumes.The package includes 18 unique presets, easily activated by toggling individual scripts in the stack. It also contains a global Inverter script, instantly doubling your library to 36 unrepeatable variations! Each preset features fully customized UI parameters for Scale, Frequency, Cutoff, and Phase to give you absolute creative control. Please watch the technical video below to see the tool in action. _____________________________________________________ DOWNLOAD LINKS: • Boosty (Best Price / 1250 RUB): boosty.to/hello_paf/posts/7857f319-aba6-4286-b8e7-5cb4f2290b59?share=post_link • Gumroad (19.99$): losvaxx.gumroad.com/l/neehrr _____________________________________________________ Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtexture _____________________________________________________ #tyFlow #3dsMax #MotionGraphics #GenerativeArt #VFX #vdb #script #procedural #scifi #generatorAdvanced Particle-to-Particle CascadeAlexey Pavlov2026-06-03 | The Problem with the Standard tyFlow Pipeline:In tyFlow, there is a native way to scatter Particle "B" onto the surface of Particle "A" using the standard Spawn operator. This way, you can build a chain of any nesting depth (for example, A-B-C-D). But making this entire deep recursion continuously and honestly inherit the transform is practically impossible with standard nodes. Of course, there is Tyson, who probably knows how to do this. But for regular users, transferring the first-level matrix (from A to B) is the limit of capabilities. Beyond that, the amount of overhead data and dependencies grows like a snowball. At the 5th level of nesting, it pretty much turns into hell.
I have implemented a clean, convenient, and simple algorithm where the entire hierarchy chain is assembled on the principle of "just specify the name of the parent event," freeing the system from a labyrinth of connections.
Key features and benefits:
-Dynamic birth and deletion, transferring particles to another event: The algorithm recalculates lists of live IDs on each frame of the simulation, preserving inheritance, dynamically changing its scattering structure. If the parent particles are born or deleted, the child cascade never breaks. If the number of parent particles is 0, the script will simply skip the step.
-Independent animation of layers: Each particle at any level of the hierarchy retains its native, original scale (Scale) and random offsets, while holding the world orbit of the parent's rotation with a dead grip.
-Universality in one line: The script is absolutely identical for all levels of the matryoshka — you just need to change the name of the parent event:string parentEventName = "A"; or string parentEventName = "B";
-Honest tree structure (Data cascade): Complete freedom of tree branching. You can make several different child events simultaneously read the transform of one ancestor or build an infinite sequential nesting.
Tool requires basic knowledge of tyFlow, provided "as is" without warranties.The pack includes 5 scenes, I use max 2023 +tyflow FREE.
_____________________________________________________ 📥 DOWNLOAD LINKS: • Boosty (Best Price / 1500 RUB): boosty.to/hello_paf/posts/712cfa82-b733-4b26-bfac-5ff540684f05?share=post_link • Gumroad (20$): losvaxx.gumroad.com/l/ydapda _____________________________________________________ Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtexture _____________________________________________________ #tyFlow #3dsMax #MotionGraphics #GenerativeArt #VFX #scatter #script #matrix #transformation #proceduralParticle Bio-Engine for tyFlow v2Alexey Pavlov2026-06-01 | The Evolution and Expansion of this Project: youtu.be/MKVTPZPQfQI
This is a mathematical model of 'living chemistry,' where a virtual substance B interacts with substance A, reacting, displacing, and consuming each other in a continuous loop. As a result of this struggle, patterns emerge on the screen all by themselves—perfectly mimicking leopard spots, zebra stripes, or cellular division—because this is exactly how nature shapes all living things around us.
🚀 UPDATE v02 OVERVIEW: Key Additions & Improvements: • Complete UI Control — Easy access to all simulation variables without touching the code. • 18 Built-in Presets — Instant switching between Mitosis, Coral, Labyrinth, Fingerprints, and more. • Lissajous Fluid Shake — Setting the angle to exactly 0.0 activates a smooth, orbital "petri-dish" shaking mode driven by non-synchronous Lissajous curves. • Hybrid Wind Direction — Setting the angle from 1 to 360 switches to a strict, directional wind force. • Advanced Injection Tools — Support for interactive 3D brush painting, spatial attractors, and particle-driven bursts (BEE event). • Heavy-Duty Stability — Fully compatible with tyFlow substepping (e.g., 1/8 substeps) allowing massive drift forces with zero pixel artifacts.
What's in the Package: The download includes 5 distinct scenes, mostly featuring setups seen in the demo, as well as a specific production-ready scene scaled up to a 512x512 grid size (262,144 particles) with a complete render setup included. Plus a text file with a detailed parameter guide.
I am use 3ds max 2023 + tyflow FREE It requires basic knowledge of tyFlow. This tool is provided "as is" without warranties. There is also a 3D version that works on the surface of any object, available upon request. _______________________________________________________
📥 DOWNLOAD LINKS: The scene is available via the same link as the previous version. If you already purchased v1, just check your original download link for the updated files!
_______________________________________________________ Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtexture _______________________________________________________
#tyFlow #ReactionDiffusion #3dsMax #MotionGraphics #GenerativeArt #VFXtyFlow Auto Dimensions 2 (Commercial Version)Alexey Pavlov2026-05-23 | tyFlow Auto Dimensions 2 (Commercial Version) Next-level update for this tool: youtu.be/a2s-JEgGD24
What's new: -New Angle Detection Flow: Real-time orientation tracking relative to the horizon plane. -New Radial Callout Flow: Clean, automated diagonal pointer framework displaying radius (R...) for tubes, wheels, spheres, etc. The guitar model and spline explosion workflow works exactly the same even in the FREE version—the only differences are the lack of UI, spline export, and local matrix transformation.
Both Commercial and FREE versions are available via the same links in the description of this post: youtu.be/a2s-JEgGD24 ____________________________________________________
#tyFlow #3dsMax #AutoDimensions #VFX #3dModeling #Blueprint #CAD #TechArt #MotionDesign #cgToolstyFlow Auto DimensionsAlexey Pavlov2026-05-20 | Production-Ready Pipeline: Perfect for furniture makers, CNC fabrication layouts, architectural drafting, and professional shop drawings directly in the 3ds Max viewport.
-Interactive User Interface: Complete custom embedded UI for real-time parameter tweaking directly inside tyFlow. -Unlimited Objects Support: Zero restrictions on node count—load 1 object, 8 table legs, or an entire scene layout, and the engine will process them all instantly. -Real-Time Viewport Overlays: Lightweight, ultra-fast vector dimensions rendered directly onto the Z=0 layout with zero viewport lag. -GOST-Style Dimension Drafting: Clean blueprint-style extension lines, architectural 45-degree ticks, and custom vector typography engine -Clean Code Architecture: Completely open-source, beautifully commented C# layout explaining exactly how to adjust variables manually inside the script operator. -One-Click Vector Spline Export: Instantly bake your viewport dimensions into real, physical 3ds Max splines using a built-in automated file-bridge via C:\temp\cad.txt and MaxScript . -Full Object Transformation Support: Advanced matrix mathematics (TM.Transform) tracks object position, rotation, and custom angles perfectly in real-time without requiring any Reset XForm operations. -Production-Ready Pipeline: Perfect for furniture makers, CNC fabrication layouts, architectural drafting, and professional shop drawings directly in the 3ds Max viewport.
Additions v2: -New Angle Detection Flow: Real-time orientation tracking relative to the horizon plane. -New Radial Callout Flow: Clean, automated diagonal pointer framework displaying radius (R...) for tubes, wheels, spheres, etc. youtu.be/C9LnsiegV-8
________________________________________________________ tyFlow Auto Dimensions (Commercial Version):
v2 available via the same links ________________________________________________________
tyFlow Auto Dimensions (FREE Version): FREE VERSION LIMITATIONS: No UI: Manual code configuration. No Spline Export: Viewport overlay only. No Local Matrix: World Space tracking only.
_________________________________________________________ Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtexture _________________________________________________________
#tyflow #3dsmax #scripting #tools #dimensions #cad #spline #export #generation #proceduralCoding for FX Artists - Step 2Alexey Pavlov2026-05-13 | Third episode: Loops, data modification, and simple sine waves.
Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtextureCoding for FX Artists - Step 1Alexey Pavlov2026-05-11 | Second episode: Accessing particle positions and vector data (X, Y, Z). the first episode is here: youtu.be/iQdlkAA8eok
Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtextureCoding for FX Artists - Step 0Alexey Pavlov2026-05-09 | Step 0: Editor overview and basic execution.
This video is for those who are afraid of scripting. I want to help you get started. Take just 2 minutes to find your way around. This is a dead-simple, step-by-step recipe to get you started. We’ll create and launch your first script without any boring theory or complex variable types. All you need is 2 minutes of your time. This is the first step of my new educational series. If you want more - let me know in the comments. #tyFlow #3dsMax #CSharp #Scripting #Tutorial ______________________________________
Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtexture ______________________________________ Audio: Stan Getz "Reflection" 1963
P.S. Сontinuation of step 01: Accessing particle positions and vector data (X, Y, Z). youtu.be/WBe6O_rstzw
P.S. Сontinuation of step 02: Loops, data modification, and simple sine waves. youtu.be/xBS8phLM1K4Driving 3ds Max Fluids (Bifrost) via a custom tyflow UV ripple solverAlexey Pavlov2026-05-01 | Using a custom ripple solver to generate a simple mesh that drives a Motion Field, which in turn controls the Bifrost simulation. Rendering this is a rather complex and difficult separate topic. The easiest way is to mix with Frost , separately water, separately foam, with different settings.
I am use tyFlow FREE 1.33 +3dsmax 2023 , will work faster in 3ds 2026. A simulation scene , and a second scene in which I assemble it again from the PRT caches, shade the particles by velocity (krakatoa) and visualize in the viewport. I like to do it this way. Rendering this is a rather complex and difficult separate topic. The easiest way for render, to mesh the water and foam particles separately, using different settings, using Thinkbox Frost. For example: youtu.be/zHnmLRbLaPw
It requires basic knowledge of tyFlow & Fluids (Bifrost). This tool is provided "as is" without warranties. Technical support is provided to the best of my ability.
Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtexturetyFlow Dirt GeneratorAlexey Pavlov2026-04-23 | The script analyzes the geometry curvature and generates seed particles. Then, procedural growth algorithms form organic clusters, simulating natural surface wear and dirt accumulation, and extending particles into drip chains. The result can be instantly converted into a mesh, or if the object has UVs, the points can be baked into a texture. The resulting map serves as an ideal foundation for Displacement, Blend materials, or as a "Raw" layer for further texturing.
Key Features: -Convert results directly into a mesh to create volumetric mud, lichens, or organic buildup. -Automatically bake thousands of particles into a high-quality bitmap mask (UV required). -The resulting map serves as a perfect foundation for Displacement, Blend materials, or as a "Raw" base layer for further texturing in Substance Painter or Photoshop. -Intelligent detection of recesses and sharp edges ensures dirt accumulates exactly where it should in reality. -Simulates gravity-based drips and stringiness for authentic weathering effects. -Use any custom alpha or grunge texture as a brush to achieve a truly analog, hand-painted look. -Full control over output size (e.g., 2K, 4K, 8K) for professional high-end production. -Built-in random rotation and scaling for stamps to eliminate digital tiling and ensure organic variety. -Full UI Control: No coding required — all parameters are managed through a simple and intuitive user interface. _________________________________________ I am use 3ds max 2023 + tyflow FREE 1.33 It requires basic knowledge of tyFlow and a healthy Windows .NET environment. This tool is provided "as is" without warranties. Technical support is provided to the best of my ability. As a rule, I always answer. _________________________________________ Buy here (1000 RUB ): boosty.to/hello_paf/posts/5d69a804-610c-4754-9fb7-5eebd8f4948b?share=post_link -A slightly more advanced help is located there _________________________________________ Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtexturetyFlow Collision Map GeneratorAlexey Pavlov2026-04-14 | A high-performance tool for baking dynamic interaction masks in real-time. It translates particle physics into a raster UV sequence, enabling advanced effects like wetting, footprints, and surface impact on any geometry.
Key Features: - Universal UV Baking: Works on any geometry with a UV layout, fully independent of the object's world position, rotation, or scale. - Contact Zone Particle Generation: Automatically spawns particles precisely within the collision areas. - Shape-Based Generation: Ability to generate masks and particles using the actual geometric mesh of the driver objects. - Point-Based Generation: Option to use particles as simple points for faster, streamlined mask creation. - Advanced Transform Support: Full compatibility with particle Scale and Inflation (Aura) parameters to procedurally control the contact area. - Dynamic Fade: Adjustable "aging" of the trail to simulate drying water, cooling heat, or dissipating energy. - Cross-Version Compatibility: Robust C# script that works across all versions of 3ds Max and tyFlow. - Instant Feedback: High-speed, real-time viewport previewing via standard Bitmap textures. _________________________________________ This is an advanced C# tool. It requires basic knowledge of tyFlow Scripting and a healthy Windows .NET environment. This tool is provided "as is" without warranties. Technical support is provided as best as possible. _________________________________________ The ocean generator from the ocean scene is sold separately. Details can be found here: youtu.be/RwBiBVGlg5M _________________________________________ 4 scenes, with the main scenarios for the instrument's operation Buy here (1000 RUB ): boosty.to/hello_paf/posts/887f2b65-05cb-4a52-9f32-ae760123fbd1?share=post_link _________________________________________ Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtextureC# Watercolor & Fluid Ink Engine for 3ds MAX tyFlowAlexey Pavlov2026-03-29 | Detail: youtu.be/Ka7VQ6UHNso Music by my surf cover band: Los VaccineWatercolor & Fluid Ink Engine for tyFlowAlexey Pavlov2026-03-28 | Experience organic liquid pigments on paper through real-time fluid dynamics and physically accurate subtractive color theory. This custom C# engine goes beyond simple filters, simulating honest physics to generate iconic watercolor artifacts. Key Features: -Subtractive CMYK Engine: Physically accurate color mixing (no "grey mud"). -Needle-Point Advection: Creates signature bleeding and sharp capillary edges. -Dynamic Bristle System: Particle-based brushes responding to velocity and rotation. -Full Parameter Animation: Animate everything from ink density to evaporation for motion design. Emergent Artistic Effects (Real Physics): -Cauliflower Blooms: High-pressure moisture creating fractal borders. -Organic Tendrils: Driven by Vorticity Confinement for "growth" effects. -The "Backrun" (Water Cracks): Laplacian pressure solvers pushing pigment away. -Saturated Fringe: Natural dark edges formed via moisture gradients. -Paper Granulation: Pigment settling into the "valleys" of the paper grid. Requirements & Info: Compatibility: 3ds Max 2023 + tyFlow FREE. Included: 10 demo scenes to get you started. Note: This tool is provided "as is" without warranties. Advanced proficiency in 3ds Max and tyFlow is required for effective use.
What is it? This is a high-performance C# Reaction-Diffusion solver based on the Gray-Scott and Turing morphogenesis models. It is a generative system that simulates how biological patterns (like skin spots, brain corals, and labyrinths) emerge, grow, and interact with the environment in real-time.
What is it for? It is designed for VFX artists and motion designers who need to create complex, organic, and "living" visuals. It’s perfect for simulating microscopic life, alien growth, chemical reactions, or decorative biomorphic design. Key Features: 18 Bio-Presets: Instant switching between Labyrinths, Mitosis (cells), Leopard spots, Zebra stripes, and more. Interactive Brush: (obj001) Paint "life" directly into the viewport using any 3ds Max object. Soft Attractor (obj003): Dynamic pull/push forces to manipulate the patterns with a "magnetic" feel. Physical Obstacles (obj002): Full collision support—patterns realistically slide around and flow over your 3D geometry. Global Drift & Wind: Integrated turbulent noise and directional wind to "blow" the patterns across the screen. Optimized Performance: Written in pure C# for tyFlow, providing smooth real-time feedback.
Control parameters are located directly within the code! Main preset: select the desired row with feed, kill, and diff values by uncommenting it and commenting out all others. Find the corresponding lines to access the settings blocks:
DENSITY line 62 WIND & NOISE line 153 DRIFT ANIM STRENGHT line 159-160 DRIFT DIRECTION line 162 ATTRACTOR PARAMETERS (obj003) line 169 BEES INJECTION line 187 INTERACTIVE BRUSH (obj001) line 209 EDGE CLEAN line 227
This toolkit is provided "as is" without any warranties. Advanced proficiency in 3ds Max and tyFlow is required for effective use.
Bus: Parallel data traces with synchronized turns and auto-alignment. Chip: Automated pin-to-board fan-out with customizable connection density. Board: Large-scale surface routing with obstacle avoidance and spatial optimization. Export: High-speed MaxScript importer instantly transforms data into native 3ds Max splines using a .NET-powered parser with real-time progress feedback.
I am use 3dsmax 2023 + tyFlow FREE. This toolkit is provided "as is" without any warranties. Advanced proficiency in 3ds Max and tyFlow is required for effective use.
Buy (1500 RUB): boosty.to/hello_paf/posts/beffa452-8148-45d1-9254-7e0d2e2ae2c5?share=post_linkXSPH(Viscosity)+Surface Tension & Adhesion Post Effect for tyFlowAlexey Pavlov2026-03-08 | Turning Sand into Water: A Hybrid SPH Approach in tyFlow. We start with tyFlow’s lightning-fast CUDA-based granular simulation. While incredibly efficient, it naturally behaves like dry particles. To bridge the gap, we use a custom C# post-processor that injects fluid dynamics into the solver: XSPH Viscosity, Surface Tension, and Adhesion. The difference is clear: ordinary "sand" begins to form stable laminar flows, coalesce into droplets, and cling to surfaces. This setup delivers the best of both worlds—unmatched simulation speed with the realistic aesthetic of a true liquid. -Flat Spatial Grid: High-performance neighbor search using flat arrays; zero GC allocation for maximum multithreading efficiency. -XSPH (Monaghan): Velocity smoothing algorithm that stabilizes the flow and simulates fluid viscosity. -Surface Tension (Akinci): Cohesion-based method for realistic droplet formation and surface curvature. -Adhesion (Contact Force): Proximity-based attraction that simulates surface wetting and friction on geometry. -Multithreaded Integration: Fully thread-safe velocity updates, allowing seamless layering with native tyFlow operators. Three scenes from the demo , 3ds max 2022+tyFlow Beta 0.13135 Buy on Boosty( 1500 RUB ) : boosty.to/hello_paf/posts/4f70ba1f-cd93-429a-893b-bda09556af67?share=post_link
RU Превращаем песок в воду: Гибридный SPH-подход в tyFlow. За основу берем стандартную гранулярную симуляцию tyFlow — она работает молниеносно благодаря CUDA, но по умолчанию ведет себя как сухая сыпучка. Чтобы добавить реализма, мы применяем кастомный C# пост-процессор, который вносит элементы поведения жидкости: XSPH вязкость, поверхностное натяжение и адгезию (прилипание к объектам). Результат: обычный «песок» начинает формировать стабильные ламинарные потоки, собираться в капли и органично стекать по поверхностям. Мы получаем лучшее из двух миров — сверхвысокую скорость расчета и эстетику честной жидкой среды. Flat Spatial Grid — высокопроизводительный поиск соседей на «плоских» массивах; отсутствие аллокаций памяти (zero GC) для максимальной скорости в многопоточном режиме. XSPH (Monaghan) — алгоритм Монагана для стабилизации потока и имитации вязкости через усреднение скоростей. Surface Tension (Akinci) — метод Акинчи для создания реалистичного поверхностного натяжения и формирования капель. Adhesion (Contact Force) — сила притяжения к геометрии, имитирующая эффект смачивания и трения о поверхность. Multithreaded Integration — потокобезопасная корректировка скоростей, работающая в полной синхронизации с сабстепами tyFlow. Три сцены из демо, 3ds max 2022+tyFlow Beta 0.13135 Купить на Boosty ( 1500 RUB): boosty.to/hello_paf/posts/4f70ba1f-cd93-429a-893b-bda09556af67?share=post_linkAdvanced Granular Solver v1.1 for tyFlow 3ds DemoAlexey Pavlov2026-02-27 | Alternative granular solver v1.1 for tyFlow, written in C#, simulates realistic behavior of particulate and viscous materials. Features: -Cluster-based physics with breakable constraints -Sticky & MegaSticky attraction (per-object control) -XSPH viscosity for smooth motion -Mesh impulse support -Fast multithreaded particle-particle collisions -Spatial grid optimization -Propagation activation -Fully customizable parameters -Open C# code
For 250k particles, the performance is about ~3-4 frames per second Detail and v1: youtu.be/F42GXsesHts Buy v1+v1.1: boosty.to/hello_paf/posts/9176be5d-e751-4823-a50b-12e38428926e?share=post_link UPD v1.1 includes: 10 example scenes + 10 demo videos with Advanced Granular Solver version v1.1, refactored logic & algorithms, improved performance, added new features. 3ds Max 2022+ tyFlow Beta 0.13135 drive.google.com/file/d/1H-cEpEZKkVDInqkOBXR_LGRzMZxoHsLB/view?usp=sharingLive capture of the simulation with increasing tyFlow particle countAlexey Pavlov2026-02-16 | Illustration of how the script works to increase the number of particles Details: youtu.be/2qaQvblNkbU Simulated 1.28M particles, then doubled the count using my C# script as a post-process. it was 1.28 will become 1.28+2.56=3.84m Pay attention to the memory consumption!!!Advanced Granular Solver for tyFlow 3ds MaxAlexey Pavlov2026-02-15 | Alternative granular solver for tyFlow, written in C#, simulates realistic behavior of particulate and viscous materials — from sand and gravel to thick fluids — featuring particle activation system, surface sticking, friction, clustering, and XSPH smoothing to suppress chaos and form laminar flows. Video is real-time, not sped up — to show actual performance in the technical part of the this video.
-Extended Smoothed Particle Hydrodynamics (XSPH) -Sticky particles -Particle-particle friction -Particle-mesh friction -Mesh impulse -Cluster system -Multi-threaded CPU -Activation system -Open C# code, no third-party libraries
Package includes:11 scenes, 3ds Max 2022+ / tyFlow Beta 0.13135 Multithreading in 2023 version works only with tyFlow PRO ! Multi-material version is NOT included in the package. Purchase here ( 3000RUB ~ 33$ ): boosty.to/hello_paf/posts/9176be5d-e751-4823-a50b-12e38428926e?share=post_link Technical support: Provided as time and resources permit. Product is supplied "as is".Custom C# MT Granular (DEM + XSPH) Solver Demo for tyFlowAlexey Pavlov2026-02-03 | DEM — Discrete Element Method XSPH — Extended Smoothed Particle Hydrodynamics (velocity smoothing formulation)
A high-performance custom multi-threaded granular solver written in C# for tyFlow. Combines DEM particle collisions, optional XSPH viscosity, cluster constraints with breakable links, and dynamic mesh impulse interaction. Tested with 500K particles. Works on СPU.
🔹 **Top (without XSPH)** * Loose behavior * Dry “sand” look * Many flying particles * More ballistic motion * 500k particles * Simulation time for 400 frames 3.5min
🔹 **Bottom (with XSPH)** * Cohesion * Viscous mass behavior * Better volume preservation * Mesh impulse reads as a more “fluid-like” reaction * 500k particles * Simulation time for 400 frames ~12min.
The project is sold on request, details in the personal account.tyFlow C# 2.5D Fluid Solver Demo Water TrailAlexey Pavlov2025-12-30 | Дополнение вот к этому видео youtu.be/xTILk3vboEo Подробности и покупка сетапа в описании там же. ________________________________________________________________________ An addition to this video youtu.be/xTILk3vboEo Details and purchase of the setup are in the description in the same place.8 tyFLOW preset for animated holiday garlandsAlexey Pavlov2025-12-17 | You need to draw a spline, specify it in the Birth Spline operator, select the required density of light bulbs, and select one of 8 ready-made procedural presets written in c#. All the settings for each preset inside each script, color selection, speed, ratios, phases. You can buy it here (10$): boosty.to/hello_paf/posts/7e52544e-6879-4066-8766-da4f847b37a5?share=post_link You can get one FREE setup here: https://t.me/particles_ru/339TyFlow REAL FREEZERAlexey Pavlov2025-12-15 | TyFlow REAL FREEZER smoothly slows down and stops particle simulations with precise control. You can choose between instant freeze or gradual stopping, and particles will remember their final positions accurately.
TyFlow REAL FREEZER - Velocity Damper Features: **Hard/Soft Freeze** - instant or smooth stopping **Easy-In damping** - 5 curves (quadratic, cubic, exponential, etc.) **Position saving** - precise positioning during freeze **Soft freeze with blend** - smooth attraction to saved positions **Auto-cleanup** - cache reset on frame zero
Rus: **Hard/Soft Freeze** - мгновенная или плавная остановка **Easy-In демпфирование** - 5 кривых (квадрат, куб, экспонента и др.) **Сохранение позиций** - точное позиционирование при фризе **Soft freeze с blend** - плавное притяжение к сохранённым позициям **Автоочистка** - сброс кэша на нулевом кадре Купить ( 500 руб) можно тут : boosty.to/hello_paf/posts/1620c3a5-ec64-40cd-8148-74c199492e3e?share=post_linkHuman-fluids interaction test.Alexey Pavlov2025-12-02 | #palm #tracking #maxscipt #tyFlow #realtime #fluid #fluidart #3dsmax #csharp About custom c# real time fluids solver : youtu.be/OHZX7LSOuDwAdvanced tyFlow position object operatorAlexey Pavlov2025-11-20 | * All objects are specified in a single script operator. * The script automatically cycles through them in order. * Static phase, transition, and smoothness parameters in the UI. * Works in 3d space and on 3d surfaces. I am use: tyFlow FREE + 3dsmax 2023 / tyFLow BETA + 3dsmax 2023
Buy here( 500 RUB ): boosty.to/hello_paf/posts/e61c2ee0-2a0d-4fce-aeb1-28a2e318c49b?share=post_link ___________________________________________________________________________ Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtexturetyFlow C# Planar MesherAlexey Pavlov2025-11-17 | It generates a real-time planar mesh from particles lying on the Z=0 plane, using them as vertices and performing continuous Delaunay triangulation. The system supports two build modes: parallel live OBJ export and an instant in-viewport mesh update via MaxScript.
Features: -Works with particles positioned on the Z = 0 plane, treating them as vertices of a dynamic planar mesh. -Performs Delaunay triangulation and rebuilds the mesh in real time. -Provides two independent mesh-building pipelines: 1.Continuous parallel OBJ export, where an external process or tool can pick up the updated geometry at any moment. 2.Live mesh construction via MaxScript, allowing instant, frame-accurate mesh updates directly inside 3ds Max without intermediate files. -The MaxScript real-time builder updates the mesh on every simulation step. -Fully reactive: any particle movement, addition, or removal in tyFlow is immediately reflected in the resulting mesh. -Includes UV mapping support for proper texturing.
Buy here(1500 RUB): boosty.to/hello_paf/posts/1abf4a40-18a8-4fcc-b2ff-d28e53e9c639?share=post_link ______________________________________________________________________ Особености: Работает с частицами, расположенными на плоскости Z = 0, интерпретируя их как вершины будущего меша. -Выполняет Delaunay-триангуляцию и собирает меш в реальном времени. -Поддерживает два варианта билда сетки: 1.Параллельное постоянное сохранение в OBJ, где внешний процесс/пост-обработчик подхватывает обновления. 2.Прямой real-time билд через MaxScript, позволяющий мгновенно обновлять геометрию в сцене без промежуточных файлов. -Реалтайм-инструмент на MaxScript обеспечивает моментальную пересборку меша на каждом шаге симуляции. -Автоматическая ли перемещение частиц немедленно отражается в итоговой сетке. -Поддерживается UV-mapping для последующего текстурирования.
Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtextureInteractive Real-time Fluid Solver for TyFlow in C#Alexey Pavlov2025-11-14 | This tool is a lightweight and flexible real-time fluid solver for tyFlow, written in pure C#. It works both with live sources and pre-animated ones, ensuring physically accurate behavior and offering rich customization options. It includes multiple coloring algorithms, an open engine codebase, and supports any renderer and openVDB output with standart tyFlow tools. It can be used for interactive performances, generative graphics, or production tasks. A serious tool — and at the same time, a fun meditative toy for those who enjoy beautiful flows, fluids, swirls, and experimentation.
Этот инструмент — лёгкий и гибкий реалтайм-флюидный солвер для tyFlow, написанный на чистом C#. Он работает как с живыми источниками, так и с заранее анимированными, обеспечивая физически корректное поведение и богатые возможности кастомизации. Встроено множество алгоритмов покраски, открытый код движка и поддержка любого рендера, возможен вывод волюметриков в формат openVDB, c помощью стандартного набора инструментов tyFlow. Можно использовать для интерактивных шоу, генеративной графики или production-тасков. Серьёзный инструмент — и одновременно увлекательная медитативная игрушка для тех, кто любит эксперименты / флюидный арт. __________________________________________________________________________
Features: -Real-time and pre-animated source support -Physically accurate -Multiple coloring algorithms
-Open engine code -Pure C# code with no external libraries -Ability to port the code to other 3d software
-Full customization options -Supports any renderer -Ability to process external data and generate real-time image streams, perfect for interactive performances -Can be used as a serious tool or as a fun creative playground for professionals -Export to VDB format or cloud/mesh with color attribute. __________________________________________________________________________ This scene is available for sale here (3000 RUB): boosty.to/hello_paf/posts/107b6006-0ce3-4398-9e4f-864dcc47cdff?share=post_link
Setup contains two events: Driver Particles – featuring 5 different methods for color assignment. Main Event – grid generation script and the fluid solver that powers the simulation. The scene is provided as-is, but customization to fit your specific needs is possible. I am use tyFlow Beta +3dsmax 2022. __________________________________________________________________________
Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtextureTyFlow Mesh Blend UtilityAlexey Pavlov2025-11-08 | 1. This tool transfers the deformation of mesh B onto mesh A using rest-pose displacement. 2. It preserves mesh A’s original animation while adding the detailed offsets from mesh B. 3. The method is topology-independent and works on any object shape. I am use 3dsmax 2023+tyFlow FREE. The ocean and ripples mesh source made with two previously released tools (sold separately): tyFlow Ocean Toolkit : youtu.be/RwBiBVGlg5M tyFlow c# 2.5D Fluid Solver : youtu.be/xTILk3vboEo
Buy on Boosty( 10$ ) : boosty.to/hello_paf/posts/9caf5cb8-c3ea-44e4-8582-9bc826d4a17a?share=post_link _______________________________________________________________________ Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtexturetyFlow Splash SystemAlexey Pavlov2025-11-07 | tyFlow SPLASH System — a procedural splash generation tool for tyFlow. It detects collisions or proximity events between driver particles and geometry surfaces, and emits physically consistent splash particles along surface normals. The PRO version adds full geometry support, tilt control, proximity detection, velocity scaling, and directional splash modes — making it a versatile tool for water, sand, or debris impact simulations. I use 3dsMax 2023+ tyFlow FREE.
The ocean scene uses the baked mesh source made with two previously released tools, and the third one that mixes two meshes, which I'll show you soon)))
There is a FREE version, and the full PRO version, links and differences below. _________________________________________________________________
PRO Version Features: 1. Works on any geometry, including animated meshes — splashes are generated precisely along the surface normal. 2. Tilt Control — define the splash lean relative to the surface normal, either with or against the driver’s motion. 3. User Interface (UI) for intuitive parameter control. 4. Automatic driver count detection — no manual setup required. 5. Boost Factor — controls the characteristic elongation of the splash; particles closer to the impact center receive stronger velocity. 6. Proximity Threshold — triggers splashes slightly before actual contact; useful for PhysX or fast-moving drivers. 7. Velocity Scale — scales splash intensity based on driver speed; crucial when using many drivers with varied velocities. 8. Splash Mode (Up / Down / Both) — defines which direction relative to the surface normal triggers the splash event.
1. Automatic splash generation at the point of contact between driver particles and the surface plane. 2. Control over UpVel and HorizVel parameters. 3. Adjustable splash particle count. 4. Fixed boost factor for simplified use. 5. Adjustable splash radius. Limitations: Works only on the Z = 0 plane.
FREE DOWNLOAD: drive.google.com/file/d/1cAcNnYjhIx9bL0x1PlIDpI_kJteloSoD/view?usp=sharing _________________________________________________________________ Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtexture15 tyFlow C# FREE PROJECTAlexey Pavlov2025-10-12 | My implementation of various algorithms for the tyFlow C# operator 1. Convex hull. 2. Concave hull. 3. Greedy path. 4. Point attractor. 5. Tangent force. 6. Wave packet. 7. Gerstner wave. 8. Particle driven displace. 9. Spawn along surface. 10. Handwritten text. 11. 2d WFC. More detail: youtu.be/F3-toLbpRXA 3d version: youtu.be/5W8I0oWau3g 12. Random Walk. 13. Meridian, parallel, spiral. 14. SCA. 15.Lines Display. _____________________________________ Download for free 2023: drive.google.com/file/d/1UP91Kj2FkNe8qLH5zx_Ay8bFfut3pYsE/view?usp=sharing Download for free 2022: drive.google.com/file/d/1a4T64TO-QHmOMQkvn1UcvqyLIEOQ8YTj/view?usp=sharing _____________________________________ Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtexture _____________________________________tyFlow OCEAN TOOLKITAlexey Pavlov2025-09-30 | Implementation of a Phillips/Tessendorf spectral ocean in C# for tyFlow. The scene contains a separate flow for foam generation. The foam amount is controlled by the rate of change of amplitude, via the Value parameter inside the Property Test operator. The ocean tiles along the XY axes. All settings are shown in the video, variables have descriptive names. I am using 3ds Max 2023, tyFlow Free, and Corona Renderer for rendering. The scene is sold as is. Buy on on Boosty ( 2500 RUB ): boosty.to/hello_paf/posts/4d111ff7-0142-405c-ae32-0708b70d489b?share=post_link P.S. Added a video + scene showing the process of setting up a large source plane. https://i.postimg.cc/yx51Mkbv/resize.jpg
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Имплементация спектрального океана Phillips/Tessendorf на С# для tyFlow. Cцена содержит отдельный флоу для генерации пены. Настройка количества пены идет по критерию скорости изменения амплитуды, параметр внутри оператора Property Test -Value. Океан тайлиться по осям XY. Все настройки показаны в видео, у переменных говорящие имена. Я использую 3ds Max 2023, tyFlow Free, для рендера Corona Render. Сцена продается как есть. Купить на Boosty ( 2500 руб ): boosty.to/hello_paf/posts/4d111ff7-0142-405c-ae32-0708b70d489b?share=post_link P.S. Добавлено видео+ сцена с процессом сетапа большого исходного плейна. https://i.postimg.cc/yx51Mkbv/resize.jpg Подписывайтесь на мои ТГ каналы: https://t.me/particles_ru https://t.me/woodtexture40-Bands C# REALTIME AUDIO SPECTRUM ANALYSER for 3ds Max tyFlowAlexey Pavlov2025-09-22 | 40 диапазонный реалтайм анализатор спектра для 3ds Max, для получения, обработки в реальном времени системных звуков используется специально написанное внешнее приложение, через так называемые Mapping channel данные на лету передаются в Tyflow script, где я их визуализирую простыми барчиками. При желании на данные можно завязать управление например персонажем. Я использую 3ds Max 2023 + tyFlow FREE. Купить проект на Boosty(5$): boosty.to/hello_paf/posts/5c4fb4ea-1fc2-4a94-9f16-ef9a89c97218?share=post_link
A 40-band real-time spectrum analyzer for 3ds Max. A custom-written external application is used to capture and process system sounds in real time. The data is transferred on the fly via the so-called Mapping Channel to a Tyflow script, where I visualize it with simple bars. If desired, the data can be linked to control, for example, a character. I am use 3ds Max 2023 + tyFlow Free. Buy a project on Boosty(5$): boosty.to/hello_paf/posts/5c4fb4ea-1fc2-4a94-9f16-ef9a89c97218?share=post_link
Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtexturetyFlow C# 2.5D Fluid SolverAlexey Pavlov2025-09-16 | Compared to "tyFlow C# Ripple-Solver" youtu.be/t4KiTOuDOlw the main advantage of this solver is that it works in a volumetric grid, not just on the surface, and can take into account the depth of the liquid. Due to this, the waves correctly interact with 3D geometry (sphere, teapot, hand), and not just propagate along the plane. As a result, the behavior of the liquid looks more realistic and versatile than that of a regular 2D ripple solver on the plane. Perturbations do not simply distort the height map, but calculate the movement of mass and momentum in the grid cells, so inertia, compression, reflections and attenuation of waves are taken into account. Because of this, the waves look more "voluminous" and realistic - they can fold, interfere and propagate over the entire surface, and not just fluctuate in height at a point. The main thing is that the object has a roughly uniform grid, the object is inscribed inside a cube located in the center of coordinates, for a grid of N = 128, 128x128x128 in size, geometry that does not fall inside is ignored. In a detailed video, I show how to replace a plane with a sphere, a sphere with a teapot, a teapot with a hand. The example with a hand shows how to additionally include foam. One of the disadvantages is that the script must be manually updated. The code uses arrays, updating them on the fly is not possible. I use 3Ds Max 2023 +TF FREE . The set includes 7 scenes: Six scenes with 2.5D fluids solver, surface deformation is normal, works correctly on any 3D object with UV, a uniform grid is desirable, to avoid artifacts the object must be closed, without holes, in my video the teapot is not standard, remodeled, single surface. The object must be inside the grid, with the center at 0,0,0 with sides of 128,128,128. And one scene is a planar 2D Fluid simulation, works correctly only on the plane! Surface deformation is along Z, this scene has additional parameters for managing the simulation, it is fast, and the bound walls work as reflectors. The rule is the same, the object must be inside the 128.128.128 cube in the center of the coordinates.
По сравнению с "tyFlow C# Ripple-Solver" youtu.be/t4KiTOuDOlw основное преимущество этого сетапа в том что он работает в объёмной сетке, а не только на поверхности, и может учитывать глубину жидкости. Благодаря этому волны корректно взаимодействуют с 3D-геометрией (сфера, чайник, рука), а не только распространяются по плоскости. В результате поведение жидкости выглядит более реалистичнее, физически корректней и детальнее, чем у 2D Ripple-солвера. Возмущения не просто искажает высотную карту, а рассчитывает движение массы и импульса в ячейках сетки, поэтому учитывается инерция, сжатие, отражения и затухание волн.Из-за этого волны выглядят более «объёмно» и реалистично — они могут складываться, интерферировать и распространяться по всей поверхности, а не просто колебать высоту в точке. Главное что бы у объекта была примерно равномерная сетка, объект был вписан внутрь кубика находящегося в центре координат, для грида N=128, размером 128х128х128, геометрия не попавшая внутрь-игнорируется. В подробном видео я показываю как заменить плейн на сферу, сферу на чайник, чайник на руку. В примере с рукой показано как дополнительно включит пену. Один из недостатков, скрипт надо вручную обновлять. В коде используются массивы , обновление их на лету не возможно. Я использую 3Ds Max 2023+ TF FREE. В комплекте 7 сцен: Шесть сцен с 2.5D fluids solver , деформация поверхностей идет по нормалям , корректно работает на любом 3д обьекте c UV, желательна равномерная сетка, во избежание артефактов объект должен быть закрытый, без дырок, в моем видео чайник- не стандартный, перемоделеная, единая поверхность. Объект должен находиться внутри грида, куба с центром в 0,0,0 со сторонами 128,128,128. И одна сцена планарная 2D Fluid симуляция, корректно работает только на плейне! Деформация поверхности идет по Z, в этой сцене есть дополнительные параметры управления симуляцией, она быстрая, и стенки bound работают как отражатели. Правило такое же, объект должен находиться внутри кубика 128.128.128 в центре координат.
Купить можно тут (2500 руб.): boosty.to/hello_paf/posts/9eedb288-477b-4b0e-b844-6d29367060da?share=post_linkParticle count Subdivide / MultiplicationAlexey Pavlov2025-09-06 | ENG: A setup for low-cost particle count increase. Initially, there are about 300k particles under the dynamics, For the case with the SUBDIVIDE algorithm, almost 700k more are added, eventually becoming a 1 million. For the case with MULTIPLICATION, 1700k will be added to 300k, for a total of more than 2 million particles. This technology allows, almost like a post effect, especially one that does not consume resources, to make the result of low-cut simulations more qualitative. It is possible to process a simulation in PRT format from another application. This technology has long been known and was used, for example, in Krakatoa Magma. I use 3dsmax 2023+TF FREE.
Update v2 Subdivision: In the first version, new particles were created by iterating through all the particles in the event. For a grid of 100,000 particles, this resulted in 10,000,000,000 operations. In the v2 version, I use a spatial grid, and now this operation takes only seconds.
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RUS: Cетап для малозатратного увеличения количества частиц. Изначально под динамикой находиться около 300к частиц, Для случая с алгоритмом SUBDIVIDE добавляется еще почти 700к, в итоге становиться почти 1 миллион. Для случая с MULTIPLICATION к 300к добавляется еще 1700к, итого в сумме больше 2млн частиц. Эта технология, позволяет практически как пост эффект, особенно не жрущий ресурсы делать более качественным результат лоу-резных симуляций. Можно обработать симуляцию в формате PRT из другого приложения. Технология это давно известна и использовалась например в Krakatoa Magma.Я использую 3dsmax 2023+TF FREE.
Update v2 Subdivision: В первой версии новые частицы рождались простым перебором все частиц , для грида размером 100.000 частиц, это означало 10.000.000.000 операций, во второй версии я использую spatial grid, и эта операция занимает теперь секунды.
Подписывайтесь на мои ТГ каналы: https://t.me/particles_ru https://t.me/woodtextureAerodynamic simulation with tyFlowAlexey Pavlov2025-09-02 | tyFlow с# солвер для аэродинамической симуляции. tyFlow c# solver for aerodynamic simulation. Пример работы и процесс на видео.
Сцены продаются как есть, адаптация под задачу возможна. Scenes are sold as is, adaptation to the task is possible. ____________________________________ Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtexturetyFlow C# Ripple-SolverAlexey Pavlov2025-08-19 | tyFlow C# Ripple-Solver Works on plane, sphere, deformed sphere. To work on arbitrary geometry with UV, use this solution: youtu.be/xTILk3vboEo but in this story the placement of particles on a uniform grid and its uniform structure are important for subsequent ParticleSkin. Dynamic processing on the fly of any number of initiator particles in automatic mode. Additionally, a scene with droplets falling on a planar surface, this scene has a feature, after changing the number of particles, it is necessary to change some parameter for reinitialization. с# Arrays are used there, they cannot have a dynamic size on the fly. The video shows the error and its correction. Scenes are sold as is, adaptation to the task is possible. I use tyFLow Free and 3dsMax 2023. ___________________________________________ Added tyFlow Ripple Solver v2 : -This version is specifically optimized for work with 2D planes with a regular grid, featuring a streamlined neighbor search algorithm. - Incredibly fast on regular planar grids. -Auto-Reset: No more manual script evaluation; resets instantly at Frame 0. -Gridstep Math: Fast neighbor lookup regardless of plane size and particle-particle distance. -Dynamic Control: Use the "isdriver" float channel for pulsating or masked wave generation. -Smart Encapsulation: Driver count is now handled internally for a cleaner operator stack. -Enhanced Stability: Optimized memory handling for multi-event setups. ___________________________________________ 4 scenes are sold on Boosty (1500 RUB) : boosty.to/hello_paf/posts/1af774f6-a885-4e59-a6d3-a4dbbe15aaf7?share=post_link ___________________________________________ Subscribe to my telegram channel: https://t.me/particles_ru https://t.me/woodtexture