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Home Software 3DS Max
PRISM: A new GPU accelerated mesh boolean and fracturing engine for tyFlow

PRISM: A new GPU accelerated mesh boolean and fracturing engine for tyFlow

by Paul Roberts
January 29, 2024
Reading Time: 2 mins read
18

Tyson Ibele has announced an update to TyFlow that introduces PRISM. Standing for Polygon Refinement via InterSecting Meshes, PRISM is a new mesh boolean and fracturing engine designed exclusively for tyFlow that significantly enhances capabilities in mesh operations, including regular boolean tasks and advanced fracturing and destruction processes.

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According to the developer, the inception of PRISM was driven by the limitations found in existing mesh boolean and constructive solid geometry engines, which suffered from bugs, speed issues, input limitations, and suboptimal results. The need for a more effective solution led to the development of PRISM, bypassing the limitations of academic CSG research and traditional boolean operations. This development aimed to maintain tyFlow’s relevance for VFX artists and their workflows.

PRISM’s key advantages include its CUDA GPU-acceleration, multi-threading, XPU architecture, and efficient handling of complex mesh scenarios. It efficiently manages self-intersecting meshes and overlapping triangles, issues that often challenge alternative solutions. Additionally, PRISM introduces new surface/volume slice operators and seamlessly integrates into tyFlow’s existing workflow.

PRISM enhances the tyBoolean modifier, tyMultifracture modifier, and the Multifracture particle operator, rendering several legacy modules obsolete. These include the tyCarve modifier, Bounds Fracture operator, Edge Fracture, and Voronoi Fracture. While legacy modules remain for backward compatibility, PRISM-based modules are recommended for future use.

As of tyFlow version 1.100, PRISM is the default engine within the tyBoolean and tyMultifracture modifiers, and the Multifracture particle operator. It is included in tyFlow and does not require separate installation. PRISM is available to all tyFlow users, including those using the free version, with limitations on multithreading and GPU acceleration in the free version.

For more information, visit the official tyFlow website.

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Paul Roberts

Paul is the owner and editor of CGPress, an independent news website built by and for CG artists. With more than 25 years in the business, we are one of the longest-running CG news organizations in the world. Our news reporting has gathered a reputation for credibility, independent coverage and focus on quality journalism.

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vfxdvs
1 year ago

The omnipotent Tyson. The omnipotent Tyson! Creating miracles time and time again!

Reply
Komodo
1 year ago

It looks incredible! What a shame, we no longer use 3ds max.

Reply
focegi
Reply to  Komodo
1 year ago

Never too late to use Max for a few shots here and there…

Reply
slebed
Reply to  Komodo
1 year ago

I’m in the same boat. Wish Tyson would develop TyFlow for other platforms as well.

Reply
Evan Lindsay
1 year ago

Looks incredible. The branding/marketing alone is miles ahead of Autodesk. But probably should have a C4D version eventually if he wants some serious market share.

Reply
Eloi Andaluz
Reply to  Evan Lindsay
1 year ago

Why? 3ds max userbase is way bigger than cinema.
By the way, the trailer is cool and all, but the tool itself its even greater, its difficult to describe without seeing it in realtime.
This thing can iterate thousands of times over really crappy mesh without creating any bad geometry, but the speed is insane. 10 to 100 times faster than houdini. And… it comes with an insane amount of artist oriented tools: draw cuts directly to cut, gizmos to cut, based on object proximity, based on textures, based on object bounds, cut edges, cut corners, based on physx contact points, its really a game changer tool.

Reply
DavidZ
Reply to  Eloi Andaluz
1 year ago

🙂 Sound insane. I’m gonna test this, right now.

Reply
Marco
Reply to  Eloi Andaluz
1 year ago

“Why? 3ds max userbase is way bigger than cinema.”

Where can I find the source for that info? I’d be interested to understand what’s the situation on the market. I abandoned 3Ds Max years ago because every company I worked, and work for, uses C4D. I’d rather be using 3Ds Max, but in the motion graphics industry, there’s no real competitor to C4D.

Also, is the 3Ds Max user base bigger based on modelling, animation, and look-dev? I think that also would make a difference in evaluating the discrepancy.

Reply
Ardian
Reply to  Marco
1 year ago

Yes, motion graphics and nothing else. All the rest it’s maya ,max, blender. Never seen anyone using cinema working over 10 years in game dev.

Reply
Marco
Reply to  Ardian
1 year ago

I don’t disagree with that. I was asking in what field 3Ds Max has a bigger user base.

Reply
Nick
Reply to  Marco
1 year ago

ArchViz is pretty much dominated by Max Worldwide if I had to guess. Also VRay has 3Ds Max development in first position which would be somewhat of an indicator that Max has the biggest userbase.
There are also huge regional differences. For example C4D is very big in Germany. So maybe you are from Germany and then your perception would Obviously be that everybody is using C4D. Max is Huge in Asia I’ve personally seeing it everywhere as an expat working in Asia all over the place for years.
You could also look at job requirements to get a good sense of what companies request an artist to know and there are a lot of Max jobs available.
Just off the top of my Head I didn’t look up any numbers.

Reply
Barry
Reply to  Eloi Andaluz
1 year ago

Over the years, I’ve witnessed the rise and fall of some plugins within 3ds Max. The only viable path forward seems to be to venture out into standalone applications like Storm, Marvelous, Rizom UV, and others. Nonetheless, long live tyflow!

Reply
slebed
Reply to  Barry
1 year ago

I agree. It would be amazing if Tyflow was a stand alone app that hooks into whatever front-end can run it. I wonder how much of the code base relies on the 3dsmax API?

Reply
DavidZ
Reply to  Barry
1 year ago

Just of the top of my head:

  • iToo software
  • sinisoftware
  • KStudio
  • Cebas
  • miauu
  • Joker Martini
  • And I’m not 100% sure, but I believe Chaos grew so big because it was successful with Vray for 3ds Max and bought all these other 3ds max plugins.

3ds Max has had an large amount of plugin development over the years, so also a lot of development that went away. Standalone would be better, but image all the extra work that would take. Just get 3ds max 😀

Reply
Barry
Reply to  DavidZ
1 year ago

you are right!, just of the top of my head…

  1. ZBrush
  2. Marvellous
  3. Clo
  4. Mari
  5. Substance Painter, Designer, etc.
  6. RealFlow
  7. Storm
  8. Rizom
  9. DAz
  10. EmberGen
  11. Geo Gen
  12. LiquiGen
  13. RealFlow
  14. World Creator
  15. World Maschine
  16. Gaia
  17. Vue
  18. Terragen

they are Outside of any Software and join to work with “any” System or Pipeline.
I see only an advantage. then we don’t need any old-school software 😉
Of course, it takes more work to program an API, but it’s worth it.

Reply
DavidZ
Reply to  Barry
1 year ago

You expect a single guy/small team to build software like Zbrush, Substance or Mari?

Even software like RealFlow, Ember/LiquidGen, World Creator and Gaia, (who are build by smaller teams) have extremely limited capabilities compared to tyFlow+3ds max.

I believe the creator of tyFlow wants to be a solo developer. Within the frame work of 3ds max, he can compete to some real extend with Houdini. If he were to try and make a standalone packages, it might look something similar to EmberGen’s initial development (I believe that started with 1 person), but in no way would that would be as useful as tyFlow is now.

Reply
d3d
1 year ago

if only X-Particles is just has a free option because its too expensive.

i know houdini is far better but i cant breach the barrier between me and it.

Reply
Barry
Reply to  d3d
1 year ago

don’t be afraid of it,  when you can create something small, then you never go back to another one.

Reply

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