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TyFlow gets 20 new nodes for creating procedural terrains
Tyson Ibele has released TyFlow v1.012 with brand new tools for creating procedural terrains.
20 new nodes are now available that allows users to generate procedural terrains directly inside Max with many of the features you would normally only find in standalone terrain applications, including CUDA accelerated erosion, deformation and shallow-water solvers, complex layer-based color/texture generation, unlimited tile/color/mask creation, multi-tile blending, easy heightmap/normalmap/colormap/mask export, adaptive meshing, particle scattering, per-operator caching, mesh-to-terrain conversion, and more.
Find out more on the Tyflow changelog.
Out of the park again, for the fun of it.
wow wow wow. WOW
666
i saw this ….. integrate the road to the terrain… thats something architects would love too for their terrain modelling…
awsome
The good old Cry Engine could do that since way back when:)
Autodesk should buy him out and integrate TyFlow into 3ds Max.
That would be the absolute worst thing that could happen.
No, somehow they would be able to f it up and waste his talent.
Please no. This would kill the software. CAT, Stringray, MetalRay, Havok, (ParticleBox?) i can’t remember all of them ..
I have bought 25 years ago for 6000,- 3dsMax 2 with HyperMatter, RadioRay and Lightscape bundle… none of those 3 apps survived a year…
Somehow, it does not matter if an App get to close to 3dsMax or to a TON 618 class Black Hole; in both cases it fate is sealed.
Naiad
While they are guilty of killing or stagnating tech…Havok is still in use by developers and currently owned by Microsoft, you can use it for free with Unity. The Havok licensed in 3ds Max was several versions behind what was actually available. Nvidia killed MentalRay (MetalRay?) after they bought it and started charging for licenses that no one wanted to pay for, that was out of Autodesk’s control.
Tyson should buy 3ds max.
Autodesk, where things go to die?
But why inside of TyFlow. Seems it would work much better as a geometry with modifiers, no? Is the terrain made out of partcles?
makes a lot of sense as it is now. You can stack operators for the terrain, but you can also branch out to different terraints, and then you can scatter points over the terrain to distribute objects over it, and you can start branching, and branching. You can make it time dependent or time independent, if you want to animate your terrain, and a lot of extra things.
Yet another gamechanger from Tyson.
If he redid the cloth sim in Max next, that would be perfect.
and perhaps hair and fur !!!
Why stop there, just rebuild the whole damn program. Wonder if Chat GTP is up to the task?
Tyson can you re-write this entire shit already so we can just pay you ?
Tyson told me that he rewrote max yesterday sleepwalking, it included a new CAT biped upgrades, cloth 2.0 , muscle system homage to skin fx, and a new spline ik system with other enhancements such as intuitive fk/ik switching and a new morpher modiefer conplete with custom interfacing. Sadly he doesnt remember were he placed his laptop. so he went back working on tyflow.
The day before yesterday he found some left over code from brazil those blur guys had shared with him a while back. he went ahead and made a new renderer and called it Brazil revived planning to offer it for free, that made the Arnold guys nervous for a while and fearing competition autodesk and chaosgroup are threatening to label the renderer as malware banning it from being installed in max. We will have to see how things go once the legalities are settled..if they are.
Also, tyson can walk on water and turn water into wine
Best comment of the year. I salute you.