The tyCache object can be used to load tyCache files, which store particle data for rendering.
The tyCache (.tyc) format is a custom data format used to store tyFlow particle data. tyCache files can be exported from the “Export: tyCache” rollout of any tyFlow object.
Filename: choose a .tyc sequence to load. You can choose any single file from a sequence and the rest of the matching files will be loaded automatically.
Reload this: reloads particle data of the selected object.
Reload all: reloads all particle data in all tyCache objects in the scene.
Frame offset: offsets the timing of sequence playback.
Clamp frame range: controls whether the input sequence frame range will be clamped.
Clamp range: define the clamped frame range of the sequence.
Enable retimer: controls whether playback will be controlled by the retimer frame value.
Retime type: controls whether the retimer affects playback frame or speed.
Speed %: the percent value that controls playback speed.
Ref Frame: the reference frame that the speed multiplier will be relative to.
Setting a proper reference frame is important for the speed multiplier. The reference frame should typically be the start frame of your playback sequence, not necessarily the start frame of the tyCache.The equation for the speed retimer is:playbackFrame = [referenceFrame + abs(time - referenceFrame) * speed * sign(time - referenceFrame)].
The speed value is not animatable. If you need a variable playback speed, use the retimer in “frame” mode instead.
Particles: load particle data from the input file sequence.
Deforming meshes: load deforming mesh data from the input file sequence.
tyCache files may contain both particle data and deforming mesh data. Deforming mesh data corresponds to the cloth/skin meshes of the originating flow.
Subframe scale up: new particles will by scaled up from zero between the first and second whole frames of their life.
Subframe scale down: deleted particles will be scaled down to zero between the second last and last frames of their life.
X/Y/Z: the axis which will be scaled to/from zero.
Enable up/down scaling when slowing down tyCache playback with the retimer, to avoid jarring pops as particles appear or disappear.
If “subframe scale up” is enabled, particles will be scaled to zero (and therefore invisible) on their birth frame.
Cull By MatID: allows you to cull particles by their material ID.
MatID: the material ID value.
Equal/Not Equal: determines whether particles will be culled if their material ID is equal to the specified value, or not equal to it.
Display in viewport: controls whether loaded particles will be displayed in the viewport. Disabling this will prevent any data from being loaded outside of rendering, increasing viewport performance when loading a large number of particles.
Display %: controls the percentage of loaded particles to display in the viewport.
Meshes/Bounding boxes: controls whether particles will be displayed in the viewport as full meshes, or bounding boxes. Depending on the resolution of the particle geometry, setting this to “bounding boxes” can dramatically increase viewport performance.
Use GPU instancing: controls whether particles are displayed as a single mesh, or as individual meshes instanced with the GPU. Enabling this setting will dramatically increase viewport performance if compatible hardware is found.
GPU instancing’s efficiency comes from the fact that no per-particle meshes need to be generated or combined for display. Since raw mesh data is sent directly to the GPU, tyCache objects themselves will contain no mesh data corresponding to what is displayed in the viewport. This means that while you will be able to see the particles in the viewport, you will not be able to see the effects of any mesh modifiers added to the tyCache object itself, since it contains no modifiable mesh data. If you need to see the effects of mesh modifiers in the viewport, GPU instancing must be disabled.
GPU instancing will only work with Nitrous viewport display drivers.
Nitrous GPU instancing does not support UVW (mapping) overrides on instances. Therefore, if particles have active UVW overrides, instead of being instanced they will be combined into a single (potentially gigantic) mesh. Depending on the number of particles in the cache, this can eat up huge amounts of system resources. For example, a million identical particles with no mapping override can be sent to the GPU as a single mesh and a million transforms. But, a million particles with mapping overrides will be sent to the GPU as a million different meshes – something even the most powerful systems will have a hard time processing. By enabling “ignore UVW overrides”, mapping overrides on particles will be ignored for viewport display, maximizing the number of particles that can be efficiently instanced in the GPU. The drawback is that with “ignore UVW overrides” enabled, particle mapping channels will not have a visible effect on particle material display in the viewport.
Show icon: controls whether the tyCache icon is displayed in the viewport.
Icon size: controls the size of the tyCache icon.
Render %: controls the percentage of loaded particles to render.
Meshes/VRay instances: controls whether particle meshes will be rendered as a single editable mesh, as or VRay instances.
Rendering as VRay instances can vastly improve rendering speed and efficiency for any given group of particles. However, modifiers added to a tyCache object set to render as instances will not work, since the tyCache object will not return any modifiable mesh data for them to modify during the evaluation of the modifier stack. If you want to assign modifiers to a tyCache object, you must render as meshes, not instances.
tyCache objects set to render as meshes that contain a changing number of particles will not render with correct motion blur. This is due to the fact that changing particle counts will result in changes to the topology of the rendered mesh over time. The only way to ensure correct motion blur on particles is to render with VRay using VRay instances, or ensure that particle counts do not change over time.