tyFlow 2.0 Arrives with Zenith, a New GPU Fluid Engine Powered by Machine Learning

Published on March 11, 2026 | Translated from Spanish

Tyson Ibele has released tyFlow 2.0, a major update to his powerful particle and physics simulation plugin for 3ds Max. The star of this version is Zenith, a GPU-based sparse fluid engine designed to simulate smoke and fire in large-scale productions. This evolution solidifies tyFlow as an essential multi-purpose system for VFX and motion graphics artists, now integrating artificial intelligence tools to refine results and offering a more efficient workflow.

View of dense and realistic smoke simulation generated with the new Zenith engine in tyFlow 2.0 for 3ds Max.

Zenith: fluid simulation in viewport and ML models for detail 🚀

Zenith is not just a fast engine, but also versatile, allowing fluids to be emitted directly from tyFlow particles or from textures, with real-time visualization in the 3ds Max viewport. Additionally, tyFlow 2.0 incorporates pre-trained machine learning models that analyze and enhance the detail of simulations, offering a level of refinement that previously required more time and power. The new velocity interpolation system gives artists additional creative control over fluid dynamics. It is important to note that, while the simulation tools are free, the Pro license is required for rendering and for importing or exporting complete simulations.

A step forward in the democratization of VFX simulation 🎬

With this update, tyFlow strengthens its position as a robust and accessible alternative within the 3ds Max ecosystem. By combining a high-performance fluid engine with AI techniques, it brings cinematic-quality simulations to studios of all sizes. Its freemium model allows learning and prototyping at no cost, while the Pro license unlocks its use in production, offering an integrated and competitive pipeline for smoke, fire, and particle effects in film, television, and advertising.

How does the integration of machine learning in Zenith, the new GPU fluid engine of tyFlow 2.0, redefine the limits of real-time fluid simulation for VFX projects?

(P.S.: VFX are like magic: when they work, no one asks how; when they fail, everyone sees it.)