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#4112 After the rain - GrowFX trees

Posted by Intercepto on 04 December 2016 - 07:38 AM

Hi guys.

This was one of the personal project I've extensively used GrowFX on. All plants and trees are created in GrowFX and it was a pure pleasure using this product.


Hope you like it


Toni Bratincevic




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  • after_the_rain_25k.jpg

#4114 Realtime GrowFX Foliage

Posted by eoinobroin on 05 December 2016 - 12:41 AM

Here are a few realtime scenes running in Unreal Engine 4, using GrowFX to create 100% of the foliage (using Megascans textures and instanced geometry planes for the leaves). A real pleasure to work with GrowFX- such a powerful tool! 







#3119 Pine tree

Posted by betwrx on 24 June 2015 - 12:23 PM


#2909 Cull path modifier?

Posted by ptrain03 on 09 March 2015 - 09:04 PM

Usually I find that if I just use the erase modifier to get rid of intersecting paths in the initial branches, (first three paths or so) the more inticate branchwork will have far fewer intersections. As far as the later branches, I usually try to arrange my branches in a way that allows them to take up as much spatial volume as they can without any of the branches touching. This isn't always how branches form, but I find that it is a good starting point.


The image below is a good example of how I try to arrange my later branches. I find that the newer a branch is, the more its form is dictated by its own internal instructions, which vary with each tree type.


Older branches (Initial paths) have had to adapt to the external environment for a longer period of time in order to survive and grow strong.  You can use the modifiers to sculpt these branches ( take out intersections, avoid objects, bend to accommodate prevailing winds, etc.)



Also the "Turn Axis" is a very important value to keep an eye on. It really helps to adjust this at different points along the path to prevent intersections. Many Times I set the value at the beginning of the path to around 180 (with initial axis angle at 90). This allows branches to grow horizontally towards the base of a branch where there is less space. As the branch goes out from parent, there is more space for it to grow, so the turn axis can be set to 90 or 137.


Right now there isn't really a way to do what you are proposing, however, there are existing tools that can get you where you need to go without too much extra effort until intersection detecting is implemented.



Hope it helps :)





#2513 GrowFX 1.9.8 SP3 Released

Posted by Eduard on 06 November 2014 - 08:56 AM

Hi Everyone,

GrowFX 1.9.8 (Service Pack 3) is now available.
What's new:
+ Added new option Erase the affected lines for the Object slice modifier;

+ Added the Generate Instances button for the Instanced Geometry;

+ Added new option Flip normals for the Standard leaves mesh;

+ Added new option 2-Sided leaves for the Standard leaves mesh;

+ Added new option 2-Sided leaves for the Leaves mesh;

+ Many bugs are fixed.




Object slice modifier:

 An example of use:



Generate Instances button in the Instanced Geometry:




Note: To unlock this button, turn off the Combine meshes!



New options in the Standard leaves mesh:





New option in the Leaves mesh:





Please feel free to ask if you have any questions.


#1119 Using Vray to composite & render Vertex Colours

Posted by 3DMK on 04 December 2012 - 08:35 PM

Hi all,

Here is a quick and easy tutorial on using the awesome Vertex Colour feature with Vray.
Hope this helps anyone out there wondering how to use Vertex Colour in their workflow.
All the best


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  • Using-Vray-to-composite-&-render-Vertex-Colours.jpg

#4189 My GrowFX renders

Posted by RolandB62 on 30 January 2017 - 09:03 AM


Want to share my little experience with GrowFx. If anyone have some questions I'll try to answer.

Thanks for your indulgence !



render02-web.jpg render02-web.jpg render04-web.jpg

#4071 Direction modifier seed offset?

Posted by ptrain03 on 07 November 2016 - 04:59 AM

you might be able to do this using a third invisible path with a chaotic path position distributor. You would just make an invisble path with the path position distributers position varying randomly. Then you would use the path position to drive the effect you want. 


so path position of 0 - 50% would have directional modifier characteristic A


path position 50 -100% would have directional modifier charctoristic B


This way you would have a chaotic distribution of the modifiers that would me mutually exclusive.


hope it helps, 


I am not sure 100% if this will work but it is worth a shot. I will try to varify this for you tomorrow when I get  chance.

#4019 Wind Animation using GrowFX

Posted by 3DMK on 02 September 2016 - 09:26 PM

Hi All,

 Here is a little animation test of the WIND Feature in GrowFX.

Hope this inspires other to have a look at using wind if they haven't already






3DMK - Treeline

#3888 some growfx in my showreel

Posted by nabelekm on 02 June 2016 - 04:00 PM



I've recently made a showreel where in some shots growfx was used. Its a great plugin and I'm looking forward to work with it more as soon as I have more computing power to work with heavy detailed trees.


In the showreel there is a Airmax tribute animation, where GrowFX was used for all the vegetation including the forests in the background, which I was forced to render separately due to long parsing times (the trees are heavy detailed with the needles and stuff) GrowFX was also used for the trees in the background of the candles shot.


Here is the full showreel: https://vimeo.com/168562280



Also here is the another project where I have used the same trees in closeup:
e4766f31831373.56620ecc97385.png and some clay
Thanks for the awesome piece of software :) GrowFX is one of the best plugins for Max I ever had, and the possibilities are far ahead than only vegetation ;)

#3737 st mary lake

Posted by massisan on 16 March 2016 - 12:02 AM

" st.mary lake© "

based on a real place.i used a location grayscale map kindly provided from jeff boser and then refined and textured in vue..as always i made all plants with  growfx and rendered in  vue.

feel free to visit my portfolio on DA to see all my pics in fullview and high resolution

and some of the animations i made you can find here

please feel free to follow me on my official facebook page

To everyone that favourites any of my work, please accept in advance my sincere thanks for doing so!



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  • st mary lake cgs.jpg
  • st mary lake on a gray day cgs.jpg

#3553 Inside CG Nature / 360º animation using growfx / Watch 4K

Posted by thilima on 01 January 2016 - 04:13 PM

Inside CG Nature / Thi Lima
This is a full non-photorealistic 3D animation and just a fast test using interactive youtube 360º video feature.

3DsMax, Octane render, After Effects
4 - 7 mins per frame using 2gtx 780ti at 4k resolution

#3525 loop wind animation

Posted by Eduard on 18 December 2015 - 01:43 PM

Hi all,


I'm proud to announce that we've found the idea of how to implement the looping wind animation!
Here's a small example of what we already have:




We'll try to quickly implement the required UI, and immediately to release this update.



#3405 At the River

Posted by archaeotect on 16 November 2015 - 01:44 PM

The scene depicts a prehistoric settlement at a riverbend.

All the plants in the scene, including roots and driftwood, were created with GrowFX. I especially enjoyed creating the gnarly roots of the hero tree using Object React and Meta Mesh. Forest Pack Pro and V-Ray were the other two main plugins which made this image possible.

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  • 2015-Am_Fluss.jpg

#3350 umqua bank project

Posted by massisan on 25 September 2015 - 02:53 PM


i am happy to announce that the project we and the team worked for many months on is finaly been released!it was a pleasure and a great experiance to be part of this.all the plants and the growth of everything has been done by me and another artist!it was a tuff one workinf on all shots with just 2 growfx artists :-)but we pulled this job off quite well i would say!feel free to check it out!i am sure you will love it!


and thx also to eduard that has been a great support on this task!thx man!

#3244 Ryokan

Posted by Jef PRETI on 26 July 2015 - 12:23 PM

Hi everyone!


Here is my latest personal project, inspired by my trip to Japan last year. All the plants an moss are made with GrowFx.


Thank you for watching!

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  • JefPRETI-Ryokan_social.jpg

#3127 Pine tree

Posted by betwrx on 27 June 2015 - 09:03 PM

Thnks eduard!!


Here's some more progression phase








#3047 Indoor plant - Dieffenbachia

Posted by 3DMK on 06 May 2015 - 02:00 AM

Hi All,


just finished making the classic indoor plant - Dieffenbachia

C&C welcome




3dmk - TreeLine

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  • 3dmk-Treeline- Dieffenbachia.jpg

#2650 Infinite time waiting during "creating meta meshes........"

Posted by ptrain03 on 02 December 2014 - 01:55 PM

Greetings all :) I am glad to see some new faces here !


To Get you polycounts down there are a few things you can do :


1. In the "Mesh Builders" tab check "without central edges". This makes the profile of the leaf flat, but It cuts down on the polygons required to form the leaf dramatically. Take this on a case by case basis. Sometimes flat leaves can look unnatural. I usually try to keep the central edges, but If I have to get my polygon count down this is one of the first things I try.


2. increase your segment length on all paths. On each path try to have as large a segment length as possible while still maintaining the quality of your trees form. This goes for your leaf meshes as well.


3. Turning off mesh for paths that may not be visible from a distance. Usually this is the path your leaf mesh is distributed on. 


4. In meta mesh and cylinder mesh try increasing you minimum face size. This affects the "width" of you polys.


5. Use opacity maps to define leaf edges. Doing this allows you to get by with a much smaller leaf mesh, however, you will likely take a hit on rendertime. There are ways to avoid this but I don't remember them offhand. I usually try to avoid this method though. I prefer a slightly lagging scene to a major hit in rendertimes. If you need a more complex leaf you can always use the "instanced mesh". 


6. Check your tree architecture for areas that look crowded. Real trees and plans tend to avoid redundancy. Branches fill a space blocking out the light to the leaves below. With less light the Leaves fail to thrive and the shaded branches no longer send out twigs. In general you want to fill a space without your branches intersecting one another. There are exceptions, but this is a pretty good rule of thumb.


Good luck and Have fun with your plants :) If you get stuck just post, these forums are full of helpful people.

#2576 Contry house

Posted by sanex on 25 November 2014 - 11:01 AM

Country house


HQ image


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  • 96bd0d48df.jpg

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