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Showing content with the highest reputation on 11/24/22 in all areas

  1. Hello, it can be tweaked of course further, but as a starting idea I think it is good. Meta_mesh_Branch_flatten.max
    1 point
  2. Hello Amazingrenders, I have created example for you by using spiral direction modifier+ metamesh, this way you can achieve creating cavity shapes (botanically it is called "Callus tissue", and it is healing process when the tree get rid off old branches naturally or by human activity while shaping the trees). cavity_callus_example.max Hope it helps, happy studying the nodes and learning
    1 point
  3. Hello, maybe there is more effective way to do it, but for now as a workaround: DISTRIBUTION_01_adjusted2020.max
    1 point
  4. Hello Getojoe, I have played around with your file and get desired result, below I will write what was changed to get smooth animation (left your original, right adjusted): Growing tree_preview.mp4 So the changes are as follows: 1. Your braneches were sliding up and down along your main trunk, this was caused that path position distributor with density is counted within the range lenght of main trunk, for anim growth you cannot use this distributor, instead you need to use path position distributor (it was done by converting node with righ mouse button) 2. Flickering of your branches up and down was caused by wrong order of direction modifiers (they needs to go in order as they are in direction rollout node), also the strength in noise dir should be constant number, there fore I turned off the graph value 3. You forgot to plug autokey value for branches from public parameter length, only your main trunk was growing from 0 to 1357 cm, I have plugged to this public param your branches, optional within autokey you can affect for instance bending of the branches while they grow, in start growt they are more upright and then slightly open up more. 4. For branches I have also change order of direction modifiers as it was wrong and added vector dir instead of your hard bend to bend your branches. As for your noise dir for branches, you have strong values for strenght X=2 and Y=2 which was causing weird poly twistings in the start path of your branches, also turned off vector dir orient which is used more for last twigs and leaves path to get them to correct upright position parallel to ground. I have attached changed with original inside one file, so you can compare, I have only 3ds max 2023 so can save 3 ver. down to 2020, somebody needs to resave older versions. Thanks, hope it helps, we learn every they and think will built great community here in the forum. Growing treeMAX2020.zip
    1 point
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