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  2. Oh no worries! Basically, the idea here is that any mesh prefab that is used within the GrowFX hierarchy can have it's normals customized.This could allow fuller looking vegetation on thinner more sparse geometry or cards. Impacting it's overall perception. In the example I spawn blue spheres on the clusters of the flowers, and then have those clusters align their normals with what the sphere represents. And UCX is just a mesh prefix you assign to an object if you want Unreal to automatically associate an incoming mesh with this geometry as collision. So the idea here is, you could "Generate Collision" for your plant / tree. This would take the incoming hierarchy, and allow you to do things like generate capsules, boxes and cylinders around spawned areas, that procedurally aligns. I image the smoothest workflow would be building this right into the mesh generators, and you could have options to dial in the collision settings for performance. You could have a "Preview Collisions" option so you can see it live. And if not needing it, or don't need to see it, toggle it off. When generating hierarchy of meshes, you can have a checkbox where it says "Generate Collison". And it will be included as UCX_"SameNameAsParent" that is a child of the root geometry. Thanks for everything, GrowFx is awesome!
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  5. Eduard

    Nordic Pine tree..

    Hi stig, Looks amazing! A very realistic pine tree. Thanks!
  6. Progress With new Nordic Pine tree models made in 3ds Max and GrowfX..Full Geo Needles and no alpha masks. 3.9 mill polys.. Needles made with standard Leaves_mesh. Hope you like it.. Still much too learn in GrowFX but a fantastic software. Next step is to get them in to UE5.7 When released
  7. If you’re having difficulty deactivating your license, contact the customer support team for help. They can walk you through the steps and resolve any problems you encounter. Be sure to share detailed information about your issue so they can assist you more effectively. Don’t hesitate to reach out they’re there to support you.
  8. Hello Olson95, I don't understand why I missed these posts. I was hoping for notifications, but they haven't been working lately due to changes in Gmail. The forum simply couldn't send emails. I apologize for the late reply! So, I don't quite understand how this works? And what is a UCX tag? Thanks!
  9. Hello Palya30, Consider using the GrowFX MultiMap plugin (you can download it from the Downloads page). Combined with VertexColor, this will help you achieve your goal. You can see an example of how to use it here. Thanks!
  10. Hi, In GrowFX 1.x, all distributors, modifiers, etc. are 3dsMax ReferenceTargets and can be copied to create copies or instances. Therefore, we made it possible to copy these objects as instances between different GrowFX objects. In GrowFX 2.x, all nodes are built-in objects and can't be instanced in another GrowFX object. We tried creating a RefParameter node to link different GrowFX objects, but we haven't been able to implement it correctly yet. We'll continue to work on this. Thanks!
  11. Hello everyone! Gaijin develops AAA-grade online games for PC, consoles, and mobile platforms, including the popular MMO "War Thunder", "Enlisted" and other games. We are looking for a Vegetation Artist to join our team. If you think you are a great fit, please don't hesitate to send your resume and portfolio to ekaterina_medvedeva@gaijin.team or just leave a message here! Your responsibilities: create realistic trees and grass assets for in-games environments; integrate new foliage models from outsourcers into the game; improve existing models and textures; collaborate with outsourcing companies: create technical specifications, monitor progress, and integrate assets into the game. Our candidate should have: proficiency in Autodesk 3ds Max, including modelling and unwrapping; proficiency in Houdini or Grow FX; proficiency in Adobe Photoshop, including working with layers and masks; knowledge of Substance Designer at a proficient level; understanding of PBR principles; familiarity with game engine workflows and shader functionality; proficiency in English; experience in game development or other CG industries; attention to detail, a growth-oriented mindset, and a results-driven approach; ability to articulate thoughts concisely and clearly. The advantage will be: knowledge of another 3D/2D software; passion for gaming; Our offer to the finalist: A diverse and interesting range of tasks that will greatly enhance your portfolio; Working in a company that produces large-scale projects for millions of players around the world; Competitive salary (the level of salary is discussed individually with the candidate at the interview); Work format: remote or office. Flexible start of the working day; Health insurance.
  12. Nevermind, I found a way that worked nicely First extracted an edge spline from a cloth. Then I created a distributor with spoline direction, matched the length. Then I used PathDistribution with Hard Bend modifier, green plane as a target to Another Global Vector. And finally - instanced geometry with Deform Along Path option on. Working great, nice and quick solution. I hope you will find it helpful. Regards Bartek
  13. Hello, I've been struggling with figuring out how to distribute something on a spline for further wind simulation. I need to make a cloth with tassels along an edge. Is there a way to make it happened? I don't want to involve TyFlow for it since it's been more complicated and time consuming. I'm aiming to simulate a wind animation of each of a tassel but as a part of the same growfx object. I hope I'm explaining this clear enough Best regards Bartek
  14. Здравствуйте! Прошу помощи, друзья. Мне нужно чтобы на концах веток я мог регулировать количество нескольких id для листьев для присвоения им разных материалов. Я описал свой вопрос подробно на прикрепленных картинках. Заранее спасибо за вашу помощь!
  15. Hello. I need your help. I need to be able to adjust the number of several ids for leaves at the ends of branches to assign them different materials. My questions are in the pictures. Thank you!
  16. Great update! Thank you
  17. Sorry for the late response! This option is not available yet, but we'll try to add it in the future. Thanks!
  18. Hi Everyone, I want to announce the release of the new versions 2.1.2 and 1.9.9 SP12. What's New in GrowFX 2.1.2: + Added a new DrawSurf node. With it, the user can draw trunks, branches or leaves directly in the viewport starting from the surface of a specified scene object. If you enable the Attract to surface mode, you can draw creeping plants. As with the DrawPath node, the lines drawn can be edited. + The DrawPath node has the ability to attract branches to the surface of a specified scene object. Also, some features for editing branches have been added, such as moving points with a specified falloff radius, and rotating the starting vector by grabbing any point. + Multithreading support for After Mesh Modifiers. We have accelerated the calculation of wind animation by 2 times. + Added the Node manager, where the user can quickly enable or disable nodes. + Fixed some bug in the Instanced Geometry. + Minor bugs are fixed. You can download this model here: Max file (3dsMax 2024): Ivi_Rotunda.max GrowFX file (*.gfx): Ivi_Rotunda.gfxIvi_Rotunda.mat What's new in GrowFX 1.9.9 SP12: + Fixed some bug in the Instanced Geometry. + Minor bugs are fixed. These versions are available for download in the User panel. If you're using version 2.1.2, then you don't need to download 1.9.9 SP12, since it's already contained in 2.1.2. Please feel free to ask if you've any questions. Thanks!
  19. And how to Make Leaf Length Match the Spline Length in GrowFX
  20. How to Scale an Instanced Model Along a Single Axis in GrowFX?
  21. Hi Everyone, Finally, version 2.1.0 has been released. We implemented our own thread pool, which really accelerated the calculation of paths and mesh data. Unfortunately we couldn't speed up Meta Mesh because it can't run in multithreaded mode. We also fixed the issue with using Inctanced Geometry when using Deform along path. This issue occurred when generating a large number of objects. Our fix even sped up the calculation Regarding other innovations, you can see here: Please feel free to ask if you have any questions. Thanks!
  22. nice! will test the new version when we get it (just reinstalled and saw it was not updated)
  23. Приветствую, Azat Hai! Система присвоения материалов GrowFX была разработана очень давно, и сейчас я точно не помню как она работает. Но по крайней мере, она должна сначала сложить все Id-материалов, назначенные в нативных меш-построителях, затем добавить Id-материалов из сторонних - IG объектов, при этом собирается Multi/Sub-Object Material, и назначается на GrowFX объект. И тут надо бы разобраться, что содержит Ваша модель, какие MatID-шники присвоены на разных уровнях. И если Вы уверены, что там что-то не правильно назначается, то пожалуйста присылайте нам Вашу модель в виде maх-файла, будем смотреть. И я не исключаю баг системы при каких-то особых условиях, и если что-то не так, то будем исправлять. Спасибо!
  24. Приветствую! Такая поблема. Если я в ноде использую инстансмеш, у которого был id 1, условно, то в общем grow обхекте(растение) он присвоит рандомный айдишник, например 11. На выходе получаю громозкий материал, который надо редактировать. А если в меш геометрии три айдшишника то тем более. Как сделать так, чтобы нужный айдишник присваивался к мешобъекту?
  25. Привіт! Повністю з вами згоден - форма аркуша у герані дійсно примхлива, не кожен плагін справляється. У мене теж були проблеми з генерацією, особливо з асиметричними краями. Що допомогло - це ручне коригування параметрів сітки і згладжування, але ідеалу домогтися складно. До речі, крім візуалу, раджу звернути увагу на живлення рослин: дуже важливо знати, які елементи вже є в ґрунті. Визначення рівня азоту, фосфору і калію допоможе точніше налаштувати план удобрення. Я роблю аналіз тут - https://microbiolaba.com/ Агролабораторія, швидко і без зайвої бюрократії.
  26. Ok, we've added the option to the Preferences dialog: Thanks!
  27. Hello yunduan, Ok, we'll try to implement this feature. As I understand, you want the node editor not to close when you select another 3dsMax object, right? Then all the settings will remain available, and you'll be able to change the GrowFX object further. But as soon as you select another GrowFX object, the settings will be replaced. Thanks!
  28. In previous versions, once other geometry was selected, the growfx interface would automatically close. Will this still happen in this version?
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