Thank you for such a detailed breakdown and taking the time to explain the whole workflow step by step. This is so useful, best tyTerrain tutorial I've seen! TyFlow elevates 3dsMax to a whole new level.
That's what I was looking for. Finally, an explanatory and detailed tutorial. I saw in one of the comments you are working to disperse trees by using Terrain Scatter is that right? looking forward to see that. Thank you so much
Some really cool tips and break down, finally someone who actually know what he is doing made a video about tyTerrain! Thank you for sharing and looking forward for more videos!
just what I was looking for! thanks a lot! do you happen to have any wallworm tutorial? what would be the difference of importing a 3d model (human) from the import menu?
Absolutely, and thank you too! I can definitely start putting together some WallWorm tutorials here soon. It's a level editor for Source built into 3ds Max, really powerful. I used it here just to help give me a realistic sense of scale. Check out www.youtube.com/@ShawnOlson in the meantime while I plan some videos :)
Really good tutorial Thank You, I'd love it if somebody could go further into depth with this..for instance I've created a 4x4 tiled landscape for a scene, but my camera is going to be flying out of a window down quite close into the landscape..How we would go about creating or adding finer detail to a certain section of this landscape for the closeup shots, this landscape looks great at a distance , but I have no idea on how to detail it further, for now I'm probably going to create a 5th Terrain scaled down where my Phoenix Sim will be calculated on and the camera will fly down to, trying to hide the 5th tile edges with foliage..but ..this obvisouly isn't the right way to go about the transition from wide distant shots to close ups....any advice? or any other in depth tuts?
You're asking all the right questions haha, and thank you btw! I'm not going to pretend that I have the perfect solutions here, but here are some things that I would try, if you haven't already. 1. Using other instanced meshes in your scene to hide a lot of crimes and add more detail. 2. Distance to camera-based displacement. Leveraging some really awesome displacement textures with a smart landscape shader will make almost any area near the camera look awesome. Set the values a little aggressive near the camera so you get great detail without it clipping. 3. For the transition to a wide shot to a close up, these should work, but there's also nothing wrong with using an additional lower res landscape in the background to cover a lot of area, with a little bit of depth of field going on and motion blur as it comes closer to the close up shot, using the techniques we are thinking about here should help quite a bit :)
@@KingdomCrafter awesome thank you!! It's been many years since I was knee deep in vfx and I've hit the ground running but I feel like I'm starting to bite off more than I can chew, small projects for my music videos have snowballed into short films 🤣 I did discover the resolution setting on tyflow shortly after I posted my comment, I utilised that for 4 x tiles, then created the 5th smaller and higer res, also used some tree proxys with forced perspective to hide the low res areas and try give more of a sense of depth, the effect isn't quite 💯, so I'm going to look at learning those other tips you've just mentioned, thanks for taking the time to respond properly, many creators don't go back to oversee there uploads unfortunately, you're a testament to YT tutorials 🙏🏻
Thank you! And it's simply because the terrain erosion will begin to not behave as expected at larger scales. So i've found it easier to work at a smaller scale initially and then scale up once the design has been dialed in :)
Thanks so much for these videos man, content for Max that is current is like gold for newcomers! Quick question re the landscape, if you want to remain working in Max and move the landscape, let’s say you just need it pushed off into the distance for a background, is that possible? Would you have to export the mesh and re import it? Thanks in advance!
Absolutely, anytime! And you could either use a terrain transform operator, or even the offset with the initial birth terrain. Or if you want it as a plane to modify to you could export the exr, and use a displace modifier on a plane and have complete control.
@@KingdomCrafter much appreciated! Do you know how you would go about adding a path/road, essentially excluding it from the noises. Could it be driven by a spline?
@@messageforhawk36 Absolutely, I would use a spline with viewport extrude enabled, and use maximum or subtract from terrain where you want it, and how you want it to effect the terrain.
Thanks for the video. Any idea how to animate aspects of the terrain like phase? I cannot get it to work..I'm guessing because it is being birthed on frame...
That's a great question, I'll have to find out. I believe you can set the range of frames the terrain is birthed on, along with what frames export. I'm not 100% on the details, but I can find out and put something out.
That's a great idea, brainstorming some terrain videos. On the fence between which software I want to show off for this. I am leaning towards Houdini, but we'll see
Hi ! Im searching how to export the textures into unreal correctly, can you do a Tutorial ? When Im applying the colormap from tyflow into Unreal Landscape, its looking weird, isnt the right tilling...
You can use a landscape coord node for your UV slot, and set the dimensions to match the size of your landscape, it should then make your exported maps tile 1 time and line up
How do I export the maps for all of the tiles? For some reason the Export operator saves maps only for one terrain tile and I can't get it to export all tiles... Thank you for the cool and detailed tutorial!
I figured it out. The Birth operators for each tile must have different grid names, and in the Export operator you have to export the maps for each tile (grid) separately. A little frustrating, but it works.
Can I export different heightmaps for each layer of erosion or snow like I do in Gaea? I was wondering if it was still worth to invest 99$ for the indie version or just use tyflow
I think it's definitely worth it, 1 because of the performance, and 2 it's simply an awesome product. Also, you can export each layer, in the export node there is a text box where color is entered, you can enable "SnowMask" in the snow node, and then put that in the text box. Ex. Color, SnowMask
Among all TyFlow Terrain tutorials, this is the best!
That's a major compliment thank you! I'll have to drop some more
EXELLLLLLLLLENT
THANKS FOR THIS LESSON
Thank you for such a detailed breakdown and taking the time to explain the whole workflow step by step. This is so useful, best tyTerrain tutorial I've seen! TyFlow elevates 3dsMax to a whole new level.
You're very welcome! And I definitely agree, it's an essential.
Great tutorial about Ty Terrain. Thanks!
Now this is a good video to introduce users to new terrain tools isnide tyflow, well done.
That's much appreciated! 💯
That's what I was looking for. Finally, an explanatory and detailed tutorial. I saw in one of the comments you are working to disperse trees by using Terrain Scatter is that right? looking forward to see that. Thank you so much
Your seamless connection method is very good. Thank you for your tutorial!
Glad it was helpful! And absolutely, anytime 💯
Some really cool tips and break down, finally someone who actually know what he is doing made a video about tyTerrain!
Thank you for sharing and looking forward for more videos!
Glad you enjoyed it, looking forward to making more videos!
Amazing tool ! thanks for sharing
It really is! And you're very welcome
Thanks man! This was really helpful!
Absolutely, thanks for stopping by!
Very useful!
Glad to hear that!
Thanks
No problem!
This is a great breakdown! Thanks for providing!!
Absolutely, my pleasure!
I'd love to see a follow up video of you implementing some tyflow terrain in Unreal. Great stuff amigo.
Thank you! And for sure, definitely going to happen 💯
just what I was looking for! thanks a lot!
do you happen to have any wallworm tutorial? what would be the difference of importing a 3d model (human) from the import menu?
Absolutely, and thank you too! I can definitely start putting together some WallWorm tutorials here soon. It's a level editor for Source built into 3ds Max, really powerful. I used it here just to help give me a realistic sense of scale. Check out www.youtube.com/@ShawnOlson in the meantime while I plan some videos :)
Awesome tutorial, thanks a lot👏👏
Absolutely, glad you liked it!
@@KingdomCrafter Sure:) You are always welcome to my channel as well:)
Do you plan to do a deep tutorial about Ty Teerain?
Really good tutorial Thank You,
I'd love it if somebody could go further into depth with this..for instance I've created a 4x4 tiled landscape for a scene, but my camera is going to be flying out of a window down quite close into the landscape..How we would go about creating or adding finer detail to a certain section of this landscape for the closeup shots, this landscape looks great at a distance , but I have no idea on how to detail it further, for now I'm probably going to create a 5th Terrain scaled down where my Phoenix Sim will be calculated on and the camera will fly down to, trying to hide the 5th tile edges with foliage..but ..this obvisouly isn't the right way to go about the transition from wide distant shots to close ups....any advice? or any other in depth tuts?
You're asking all the right questions haha, and thank you btw! I'm not going to pretend that I have the perfect solutions here, but here are some things that I would try, if you haven't already. 1. Using other instanced meshes in your scene to hide a lot of crimes and add more detail. 2. Distance to camera-based displacement. Leveraging some really awesome displacement textures with a smart landscape shader will make almost any area near the camera look awesome. Set the values a little aggressive near the camera so you get great detail without it clipping. 3. For the transition to a wide shot to a close up, these should work, but there's also nothing wrong with using an additional lower res landscape in the background to cover a lot of area, with a little bit of depth of field going on and motion blur as it comes closer to the close up shot, using the techniques we are thinking about here should help quite a bit :)
@@KingdomCrafter awesome thank you!!
It's been many years since I was knee deep in vfx and I've hit the ground running but I feel like I'm starting to bite off more than I can chew, small projects for my music videos have snowballed into short films 🤣
I did discover the resolution setting on tyflow shortly after I posted my comment, I utilised that for 4 x tiles, then created the 5th smaller and higer res, also used some tree proxys with forced perspective to hide the low res areas and try give more of a sense of depth, the effect isn't quite 💯, so I'm going to look at learning those other tips you've just mentioned,
thanks for taking the time to respond properly, many creators don't go back to oversee there uploads unfortunately, you're a testament to YT tutorials 🙏🏻
Excited to see the result, and absolutely anytime! @@R1PPA-C
Hello, and thank you! You are using the free version or the pro? That realtime updating is pretty fast. What are your system specs? Cheers!
Really cool! Question..why scale the person down rather than the terrain up?
Thank you! And it's simply because the terrain erosion will begin to not behave as expected at larger scales. So i've found it easier to work at a smaller scale initially and then scale up once the design has been dialed in :)
Thanks so much for these videos man, content for Max that is current is like gold for newcomers! Quick question re the landscape, if you want to remain working in Max and move the landscape, let’s say you just need it pushed off into the distance for a background, is that possible? Would you have to export the mesh and re import it? Thanks in advance!
Absolutely, anytime! And you could either use a terrain transform operator, or even the offset with the initial birth terrain. Or if you want it as a plane to modify to you could export the exr, and use a displace modifier on a plane and have complete control.
@@KingdomCrafter much appreciated! Do you know how you would go about adding a path/road, essentially excluding it from the noises. Could it be driven by a spline?
@@messageforhawk36 Absolutely, I would use a spline with viewport extrude enabled, and use maximum or subtract from terrain where you want it, and how you want it to effect the terrain.
Thanks for the video. Any idea how to animate aspects of the terrain like phase? I cannot get it to work..I'm guessing because it is being birthed on frame...
That's a great question, I'll have to find out. I believe you can set the range of frames the terrain is birthed on, along with what frames export. I'm not 100% on the details, but I can find out and put something out.
@@KingdomCrafter Great. Look forward to seeing the next video :)
When ue 5.3 will release nanite landscapes will be real … could do a nanite version of tyflow terrains ?
That's a great idea, brainstorming some terrain videos. On the fence between which software I want to show off for this. I am leaning towards Houdini, but we'll see
Hi ! Im searching how to export the textures into unreal correctly, can you do a Tutorial ? When Im applying the colormap from tyflow into Unreal Landscape, its looking weird, isnt the right tilling...
You can use a landscape coord node for your UV slot, and set the dimensions to match the size of your landscape, it should then make your exported maps tile 1 time and line up
How do I export the maps for all of the tiles? For some reason the Export operator saves maps only for one terrain tile and I can't get it to export all tiles... Thank you for the cool and detailed tutorial!
I figured it out. The Birth operators for each tile must have different grid names, and in the Export operator you have to export the maps for each tile (grid) separately. A little frustrating, but it works.
Awesome okay, you found the solution! Thanks for your patience on the reply. I'll be more active on here coming up.
Can I export different heightmaps for each layer of erosion or snow like I do in Gaea? I was wondering if it was still worth to invest 99$ for the indie version or just use tyflow
I think it's definitely worth it, 1 because of the performance, and 2 it's simply an awesome product.
Also, you can export each layer, in the export node there is a text box where color is entered, you can enable "SnowMask" in the snow node, and then put that in the text box.
Ex. Color, SnowMask
@@KingdomCrafter Great! I figured performance would be a breaking factor for choosing between the 2
Hi. What is the indie version? I see on their website the price starts from $495.
@@HungViet-rz7kl that's tyflow, indie Version is for gaea
is it possible to make tunnels/caves using tyflow?
Is it available only for PRO version of tyflow or for free version as well ?
I believe all these features are in the free version as well, it may just not perform quite as fast.
😍😍😍
How do you export the splat maps?
Answer is in Discord :)
that was a clickbate and you know it
😎