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  1. Yesterday
  2. Dvncan

    Multithread Cache

    Thanks a lot! It worked. I have one more question. I generated point cash file with aftermesh modifiers and it went smoothly. In viewport when I pres play everything seems well, but when i try to render or grab viewport animation, tree disappears at some point. here is max file without .pc2 file and growfx object as well. Thanks! Drvo_grow.max
  3. Last week
  4. Eduard

    Olive Tree- Need Help

    You can download it from my previous posts... Thanks!
  5. dblagic

    Olive Tree- Need Help

    Eduard... is it possible to share with us that growfx file of the olive tree?
  6. Hi smiljan66, You can use the Vertex Color feature to create a gradient on the branches along the trunk. Here's an example: https://exlevel.com/tutorials/HowToUseGrowFXMultiMap/ Only instead of GrowFX MultiMap, you can create a Blend material with Vertex Color map in mask slot. Or you can affect to MatID of branches from Parameter:Path position to change their ID's along the trunk. Then just set up the Multi/Sub-Object material according to this... Thanks!
  7. Hello If you turn on the Vertex Color in IG_mesh, then yes it will override the colors. But if you turn off the Vertex Color button (make it unpressed), the colors will be restored. Thanks!
  8. Eduard

    Multithread Cache

    Hello Dvncan, Thanks for the file! To avoid changes polycount I strongly recommend that you use the Wind modifiers only into After Mesh Modifiers instead of Direction Modifiers. In After Mesh Modifiers, the modifier only changes the vertex position of mesh, as a result, the calculation is fast, and the polycount is unchanged. Please try to move all of your Wind modifiers into After Mesh Modifiers. Thanks!
  9. Krrol

    Agave attenuata

    Version 1.9.9.

    2 downloads

    Agave attenuata. Height 1 m. The number of polygons 55879. Textures included.
  10. Dvncan

    Multithread Cache

    Untitled.max
  11. Eduard

    Multithread Cache

    Hello Dvncan, Most likely the proxy is created with some intermediate ticks for the rendering of motion blur. I checked, and didn't find any problems with looping and exporting a cache in multithreaded mode. Can you send me your scene file? Thanks!
  12. Dvncan

    Multithread Cache

    Hello. I made a tree model and added a wind animation. When I try to export cache with multiple files it works fast, but the model seems to deform and animation is not smooth, and it changes polycount, but when I export is as a proxy (it goes very slow) it works fine.
  13. Krrol

    Agave Filifera

    Version 1.9.9.

    5 downloads

    Agave Filifera Height 0,6 m. The number of polygons 356280. Textures included.
  14. Earlier
  15. RomboBellogia

    Scaling a tree

    Hi, from my experience, you should get around this by extending a bit the size of the trunk and whatever underlying paths (branches, sub-branches and twigs) to get the tree shape and size you need. As far as I know there is not a one click value change for the height of the tree, keep in mind if you have a longer trunk, it will also have to have a larger radius on the bottom Good luck, RB
  16. Terri Brown

    Looping animations

    Hi, The latest update seems to have fixed many issues in this area. Give it a try. I can now loop animations using 25fps even...
  17. SeregSereg

    GrowFX 1.9.9 SP7 Released

    Thank you, Eduard!
  18. Eduard

    GrowFX 1.9.9 SP7 Released

    Hi Everyone, GrowFX 1.9.9 (Service Pack 7) is now available. What's new: Improved the Looping animation algorithm for the Wind Animation modifier; Added the Prevent Penetration option and the Min distance for the Object reaction modifier. This feature avoids the penetration of branches into the object surface; Some minor bugs are fixed. Looping animation Now you can simply set the Looping Period value, and the system will exactly repeat the movement after the specified number of frames. Please note, for the correct looping animation, don't use the Perturb Speed, Perturb Vector and Decay options in the Wind helper settings. Object reaction modifier Now the system more precisely prevents penetration into the object surface. We added the Min distance parameter so you can adjust the distance between the lines and the surface. Please feel free to ask if you have any questions.Thanks!
  19. Hello, Is there any way to use predefined vertex colors on instanced geometry. I want to use some pre painted branches but cannot as Grow FX appears to wipe the colors Thanks
  20. ptrain03

    Multithreading - Any updates?

    Hi Mugga A few things I do to make trees more manageable. 1. In the "direction modifiers" panel, make the "steps" larger. Default is 1" use the largest step you can without sacrificing quality. 2. In the "mesh builders" panel change your "face size" again, make this as large as you can without sacrificing quality. 3. In the "mesh builders" for "leaves mesh" turn on "without central edges" Also, turning off the leaf and twig paths like you said you were doing is a big help. If your larger branches look correct (as few intersections as possible) your twigs and leaves should be fine. hope it helps!
  21. Eduard

    Multithreading - Any updates?

    Hi Mugga, GrowFX uses all cores as much as possible, but if the tree is complex and sequential calculation is required, it seems that one core is used. You do everything right, turn off all small branches and leaves to adjust the shape of the tree. Thanks!
  22. As far as I know MaxTree geometry is created in cm. Max should warn you when you open such a file.
  23. Hey, we bought growfx a few months ago and I started to look into it using MaxTrees as the basis. My problem with GrowFX is that its painfully slow, when I'm changing any distributor or direction modifier to alter the tree. The "Creating paths" just takes like 30 seconds to finish. Especially when you are new to the software without any experience in the values, its a quite tedious job to experiment. The only solution I found so far to get "faster" feedback is to deactive the leafs, and maybe branch 5 to 4 and switch to lines instead of meshes. Sitting here on 28 cores and only one is used for the generation process. Or is there anything I'm missing?
  24. RomboBellogia

    Looping animations

    Thanks, I was posting this on the general questions, I thought I'd never get your attention It would be nice to have this super clear in the instructions/tutorials you make - I was nearly loosing my mind here I will give it a go with that feedback, thanks! Kind regards, RB
  25. Eduard

    Looping animations

    Hi RomboBellogia, Now we've almost improved this feature. And now you can just set the period as you like. Here's a screenshot: Also we noticed that the problem is that Stiffness should be longer than the Length path by 2 times or more (see on screenshot), then the looping period will be more accurate. But we'll try to fix it in the coming days, and we'll release an update. Thanks!
  26. Krrol

    Agave americana

    Version 1.9.9

    6 downloads

    Agave americana. Height 1,1 m. The number of polygons 13545. Textures included.
  27. drnewcenstein

    Recover password for purchase?

    Thanks!
  28. RomboBellogia

    Looping animations

    Hi all, Is anyone having issues in creating loops in growfx? I have asked before, some people were having issues matching the 1st to the last frame in a seamless fashion. I managed to do 1 or 2 trees for a job now, perfectly seamless, but for the rest of them it has been a nightmare - I've read all the posts about it, tried going for 100f loops, with 50, 25, 12.5, and 6.25 f for the subsequent elements (from trunk to tree), I've done all in 30FPS as many people were having issues with getting accurate loop frame numbers with 25. If anyone has a guess, or is available to help out with this issue, I'd be super happy to figure out why sometimes I can make it, and sometimes I can't, using the exact same method. In the following example: frame rate of 30 (Custom, not even NTSC, who knows if the 29.97 from NTSC would be the culprit). All loops set to 50.0 frames The resulting loop happens at 62f! (Not p erfect though) And this is with a tall grass clump, with a tree it gets even more complicated, as it seems each part of the tree loops whenever it pleases (Trunk, Main Branches, Small Branches, twigs, leaves) Sigh, I'm trying for a long time already to get it to work with a bunch of assets for a job, but it is becoming frustrating as it seems I always hit a wall. I'd be very happy if someone can point to a document where we have a fool proof way of getting these loops done as I have very little time left to muck around and fail Thanks guys, kindly share your experience if you please, we'll surely all learn from each other. Kind regards, RB TallClumps.gfx
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