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Проблема с материалами.
Eduard replied to Илья Ч.'s topic in [Russian forum] / Для русскоязычных пользователей
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! -
Проблема с материалами.
Azat Hai replied to Илья Ч.'s topic in [Russian forum] / Для русскоязычных пользователей
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? - Earlier
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Artem2004 joined the community
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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.
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borovfriss joined the community
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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!
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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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downloaded and tested the new 2.1.0beta ...nice release!! But also here the convert button is only working when i turn growfx to manuel update,i can look at the graphnodes and explore them ... but i cannot see any faulty nodes , after turning manuel update on ,max still crashes (was using date Palm from Libary)
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olejka2k started following Call for GrowFX Artists
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Hi Everyone I am in search of GrowFX artists. Please send your portfolio to oleg.budeanu@gmail.com and let's have a chat! Regards
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azrani83 joined the community
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nathallen4 joined the community
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Hi, I'm relatively new to GrowFX, and I’ve been encountering some performance and workflow challenges—particularly when applying wind animation to trees and shrubs. Performance Issues: Even on a high-end workstation, the GrowFX calculation (especially when enabling wind modifiers) is extremely time-consuming. The progress bar often takes a considerable amount of time to complete, which slows down the entire workflow. Exporting to Animated Proxy: When I convert the animated GrowFX objects into Corona Proxies for rendering, the export process is very slow—sometimes taking up to 8 hours for a 600-frame animation. Additionally, the resulting proxy files are extremely large (around 40 GB), and in some cases, the mesh becomes distorted mid-animation. Questions: Is this kind of performance and file size normal when working with high-poly animated vegetation in GrowFX? Should I always aim to animate lower-poly versions of the vegetation for proxy generation? Are there any best practices or optimizations (within GrowFX or during proxy export) to reduce calculation time, file size, and avoid mesh distortions during animation? Any advice or recommendations from experienced users would be greatly appreciated. Animated_MT_PM_V31_Albizia_julibrissin_01.max
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Amanpreet Bajwa joined the community
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Hello morphe, Yes, we've launched a Spring sale, but this only applies to the purchase of new licenses. We don't have discounts for renewals. Discounts on renewals can only be on Black Friday. We're planning to add a new direction modifier node with the Move & Redraw function, like in the DrawPath node. This modifier node will bake all path line points after all other modifiers, and they will be editable. Accordingly, if you make changes to previous modifiers, it will not affect the shape of the lines. Thanks!
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morphe started following GrowFX 2.1.0 Beta Released
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Do you plan any spring sale this year:) im still on 1.99 but with this new feature i thinking about upgrade.. also is there chance to add such feature to add a check on the original branch direction despite adding rendom/noise direction to gain certain look for the branch. when i have basic shape no any adds, just gravity modifications... aadding rendom or noise totaly chaange the look or direction to total chaoas. when doing realy old trees random direction works great but i loos e totaly control over direction...
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Hi Archi, Thanks for the kind words! Ok, we'll add this feature in the release. Thanks!
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Fantastic work Eduard And thanks for some extra efforts for this bending now a bit more for game dev workflows. ps: can 'highlighted path mode' be active while selecting any path related nodes (modifiers, mwsh builders etc.) not just the Path node itself?
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wallworm started following GrowFX 2.1.0 Beta Released
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Please check your User Panel account, if your license is still valid, you can download this update for free. If not, you can renew your license. Thanks!
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Can't wait for final release I've been dreaming for draw path node for ages :)))) Will be 2.1 available for 2.0 users as a free update or is it necessary to buy maintenance plan?
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Thank you very much! Yes, the new feature is interesting. We've many ideas to improve its capabilities.
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Congratulations on the release of the update. I am excited about the new features. As far as I know, I have not seen a similar feature in 3dsMax. I look forward to trying it out!