'Calculating TMs' is too slow in heavy scenes with animated objects
#1
I have a scene with flying drones which are being hit by gunfire. The scene is heavy with multiple different objects. But tyFlow particles setup is simple - I just create sparks explosion when drone is hit by gunfire. The sparks explosion by tyFlow particles renders fast, ~6 seconds. But the more animated objects I have in the scene, the more render time, even if animated objects are not linked with tyFlow anyhow and hidden from render. In my simplified scene I have animated drones, with rigged animation. They are hidden from render and do not have effect on tyFlow anyhow. But with them presented in the scene render time increases to ~59 seconds. In my original scene with all objects, render time is even much worse, ~8 minutes. I tried to cache particles. It improves render time but not so much. When I have many animated objects in the scene I see 'Calculating TMs...' phase very long before render starts. Can someone give me a clue what should I do to reduce render time, please?

I have attached archive with two .max files:
bug_test_sparks_problem.max   -  this scene is just a sparks explosion (render frame 1406)
bug_test_sparks_problem_w_drones_simplified_2.max  -  this is scene with animated and hidden drones added to previous scene (render frame 1406)

I use 3ds Max 2024.2.7, V-Ray 7.20, tyFlow 1.130


Attached Files
.rar   tyFlow_sparks.rar (Size: 3.69 MB / Downloads: 22)
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#2
Try redownloading v1.130.
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#3
(09-04-2025, 11:08 AM)tyFlow Wrote: Try redownloading v1.130.

Thank you! I have redownloaded v1.130 from 8/21/25 (my version was from 8/04/25) and everything works super fast now. Wow! I spent so many hours trying to figure out and isolate the problem. It would be nice if even small update will be reflected in plugin version number to make sure we use the latest version.
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#4
This particular fix was snuck in shortly after the initial v1.130 build was released....it'll be reflected in the v1.131 change log, but wasn't worth its own release since its impact only affected a small number of users.
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#5
(09-04-2025, 03:44 PM)tyFlow Wrote: This particular fix was snuck in shortly after the initial v1.130 build was released....it'll be reflected in the v1.131 change log, but wasn't worth its own release since its impact only affected a small number of users.

Heh, unfortunately I was in that small number of users. :-)
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