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Hi, this year I started modeling plants. Some of them could by better. Only few of them was created according to a real template. For the rest I used mostly google pictures or youtube videos. Every plant took me approximately 4 hours to complete. Most time I spent studying how the plant looks Hold my fingers, I still need to create a few plants Abies Koreana Abies Lasiocarpa Compacta Amelanchier Lamarckii Buxus Sempervirens Carex Buchananii Bronze Carex Comans Amazon Mist Caryopteris Clandonensis Catalpa Bignoinoides Nana Chamaecyparis Lawsoniana Ellwoodii Coreopsis Grandiflora Early Sunrise Dianthus Caryophyllus Echinacea Purpurea Fatal Attraction Gaura Lindheimeri Compacta Grossularia Uva Crispa hedera Helix Hibiscus Syriacus Hydrangea Arborescens Hydrangea Macrophylla Lavandula Angustifolia Leucanthemum Hybridum Liquidambar Styraciflua Malus Domestica Miscanthus Sinensis Gracillimus Morus Alba Pendula Parthenocissus Tricuspidata Pennisetum Alopecuroides Philadelphus Coronarius Virginal Phlox Subulata Physocarpus Opulifolius Diabolo Pinus Mugo Humpy Prunus Avium Prunus Fruticosa Prunus Laurocerasus Etna Ribes Rosso Rudbeckia Fulgida Goldsturm Salvia Nemorosa Ostfriesland Sedum Spectabile Spiraea Japonica Golden Princess Stipa Tenuissima Thuja Occidentalis Danica Thuja Occidentalis Smaragd Thuja Orientalis Aurea Nana Vaccinium Corymbosum Weigela Florida4 points
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Main problem is not in material but in overall workflow. Yes Speedtree is more advanced in this case, it can make complex shape blends without visible seams. I mean blends between trunk and branches. It is not 1 welded mesh like metamesh produces but it's a blend of 2 different meshes but with tweaked normals and smoothing groups and that's why you don't see border between 2 meshes because branch normals are the same as trunk normals in the intersection area. Also SpeedTree makes opacity blending between 2 materials and you don't see a hard edge between branch and bark materials. SpeedTree widely uses 3d scanned geometry and offers automatic blending of procedural trunks with 3d scans and makes smooth blend between materials without visible seams. Yes we need such features in GrowFX as well as fast metamesh. I found some good papers with algorithms on how to make solid mesh like Metamesh but on GPU. Will send it to Eduard soon. Metamesh is very very slow and computes on 1 CPU core... Also I think we need some new mesh features like boolean + subdivision to make a fast and good looking solid mesh. But if you need a smooth transition between bark and branch we need separate meshes with unified vertex normals in the intersection area. Anyway, even now you can make good looking result like this3 points
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If you are looking for best 3d models of plants with animation or need unique 3d models then I can help you! My name is Konstantin Kim "3dmentor" and I'm the most experienced 3d modeler of plants in GrowFX. I made thousands of different plants - trees, palms, conifers, flowers, grasses, shrubs, cactuses and etc. I'm involved in GrowFX developing and beta-testing and know it very deep, know it's secrets and lifehacks and working with GrowFX for over 11 years. Also I could make any textures in Substance Designer for my 3d plants. Some of my 3d plants available here: https://www.facebook.com/groups/GFXPlants https://www.youtube.com/user/3dmentor/videos3 points
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Hi Everyone, We have finally released GrowFX 2.0.0 with a Node Editor! For more information, see What's New in GrowFX 2.0.0 This version has a lot of innovations, so I'll not describe everything here, but you can see our new GrowFX User Manual. This manual is also available in CHM format in the installation file. We have also released GrowFX 1.9.9 (Service Pack 10). This release is intended as the final release of version 1.x. Please feel free to ask if you have any questions. Thanks!3 points
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Update, frost shader added. New model of Blue spruce | Picea pungens glauca2 points
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Hi Guys, I would like to share here a personal animation for a product design I did in the free time of 2021. For the animation of the plant I used GrowFX. Did some scanning for the ground texture and added fine detail with scatter. Video here : https://www.behance.net/gallery/140271763/NOON-Hydroponic-light-garden-design2 points
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That math node looks like it could be really useful for speeding up workflows. Really powerful updates!2 points
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you should just be able to do this with deviation. for the longer branches you could make the angle higher, like 80 or 90. Then add a deviation modifier. You should uncheck deviation by angle and manually add a deviation of something like 20 or 30. Then you can add another path. Make it distribute on both the main path and the longer paths. This one would be pretty short in length. Then add a second deviation modifier on both the main path and the longer paths. Make this deviation use the third paths angle for the deviation angle ( checkbox ). I will upload an example file for you this afternoon. Hope it helps2 points
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Hi All, I did a short tutorial to show how easy it is to modify the shape of a tree by using Geometry & the Object Slice Modifier. Hope this helps Jamie2 points
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Hello! I wish to show some of my latest work in GrowFX. All plants rendered in FStorm.2 points
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Hi, I dont know if this is new to anybody else but I just figured out a cool feature: When you use the Vector_dir Modifier (Direction Modifier) and go down check "Another Global Vector" and "Orientation for leaves" you can pick your sun as global vector and your leaves will direct to the lightsource like it is mostly in the nature Cheers, Tobi2 points
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In the object reaction modifier options you could try changing the calculation method. I don't know what it is in your plant but "use vertices" is the default. If your wall object has too few vertices this will not work very well. Try changing this to "generate points on face" and making the step a small number like 1". You can choose "show magnetic points" to visualize this. I am guessing that the 3DMK has already has a good setting for reflection distance, magnetic distance, and max strength. Hope it helps ! Paul2 points
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Instead of cutting could you use the cropping tool in the "bitmap parameters" tab of your map in the material editor ? Then you could just apply the atlas like a regular bitmap onto the native GrowFX leaf mesh. I am not sure if this is exactly what you need, but it would allow you avoid using instances. I am not really sure if my method is the correct way, but it works for me. UPDATE: Try rotating the pivot of your instance object. It looks like GrowFX deforms instances along the z axis. On a flat object there is no z info. You have to align the z to the long axis (the one you want to bend). In the image on the original post it looks like the z is aligned to the long axis, unless the leaves were created flat and then rotated into position. This wouldn't change the pivot and would give the above result of a flat non conforming leaf. also, make sure that you cut some segments in your geometry to allow for the bend. Hope it helps !2 points
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Could you use the vector orientation modifier with y axis at 100% ?2 points
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Yes, we've an idea for a long time to implement the Profile mesh builder. Maybe not right away, but later we'll implement it. Thanks!2 points
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While I'm a general fan of node-based editors in many situations, and I do look forward to it in the context of GrowFX, I personally appreciate that Eduard and team have been adding new features into the current version. Many new features have saved my ass in the last year as they have been specific tasks I needed to solve and Eduard added them. I 'm personally highly thankful that new features have continued to come along. I look forward to V2. But for me I'm thinking that the node system itself is a big enough feature, by itself, to warrant a new version. I think that GFX has one of the best track records of customer support of any company I've dealt with--and a large reason for that is quick responses of features to solve customer problems.2 points
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Hi Everyone, GrowFX 1.9.9 (Service Pack 6) is now available. What's new: Added full compatibility with 3ds Max 2019 (64-bit); Added a new Shape modifier that allows the user to modify lines of path by control points; Added Use Last Level option in the Path and Path position distributor, which will allow using only the last level of the parent path; Added Path Pos - Min % and Path Pos - Max % parameters in the Instanced geometry, which will allow to control the appearance of the instanced objects along the parent path; Added the ability to affect to the Material ID of the mesh builders; Added the ability to affect to the Displace UVW Mapping parameters of some mesh builders; Added the MaxSctipt functions to access the Cache Mode parameters; Some minor bugs are fixed. Please feel free to ask if you have any questions. Thanks!2 points
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Hi All, A quick render of a Jacaranda mimosifolia. It's not the exact shape of the tree, but has been modified to fit into a specific space within a Archviz scene. Cheers Jamie EDIT--- Attached another render of the More classic Jacaranda shape2 points
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GFX Plants 101 is a collection of realistic 3d models of coniferous trees for 3ds max and GrowFX 1.99. You can tweak or animate many parameters and receive desired shapes and animation. Use ready 3d plants from library or make your own variations in GrowFX, adjust height, density, style and so on, tweak wind speed, plant flexibility and make looped wind animation. 3ds Max 2017+ and the latest version of GrowFX 1.99 SP11 is required. GFX Plants 101 includes -Larix decidua variations -Picea abies variations -Picea pungens variations -74 different plants -Over 200 plant’s variations for different seasons -PBR shaders for Corona, FStorm and V-Ray -High resolution 4K textures -Integration with Forest Pack library GFX Plants 101 has 2 versions: -GrowFX version (ready for animation) -Meshes only version Download GFX Plants 101 PDF catalog GFX Plants 101 release date is 1st of May. Now GFX Plants 101 is available for pre-order with 20% Off before 1st of May. Pre-order GFX Plants 101 (GrowFX + meshes) - 150 € Pre-order GFX Plants 101 (only meshes) - 100 €1 point
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Hey just to say thanks again, this little scene helped clear my head a bit and understand what was messing with what. Still got some things to sort out but its coming along quite nicely! lil screen grab from UE5.1 - using growfx and its hierarchy export to mesh and then pivotpainter2.0 & textures.com to try and get some more detail into real time trees we have.1 point
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Hi wallworm, We've added the following maxscript methods: <growfx2>.CreateHierarchyMeshes <is_group_by_pathcolor> Returns an array of Editable poly nodes of the elements in the hierarchy. is_group_by_pathcolor : boolean - when true, the algorithm will group adjacent branches if they have the same path color. <growfx2>.CreateHierarchySplines <is_group_by_pathcolor> Returns an array of Editable spline nodes of the elements in the hierarchy. is_group_by_pathcolor : boolean - when true, the algorithm will group adjacent branches if they have the same path color. I'm already planning to release this update as a new version 2.0.1. Thanks!1 point
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New experiments in GrowFX - Olea Europaea with realistic trunk and branches I used standard mesh + map displacement in GrowFX. Wind animation https://www.youtube.com/watch?v=nBS5zZjdFk41 point
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Hello there, one more model I did today. Everyting modeled using grow fx without any instanced geo (leaves, etc).1 point
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Hi, You need to use the NewCacheFile or LoadCacheFile methods instead of the CacheFileName property. Cache Mode methods: NewCacheFile <string_path_filename> Specifies the name of the new cache file. Returns true if the file was successfully prepared, false if it failed. LoadCacheFile <string_path_filename> Loads the specified cache file. Returns true if the cache file was found and loaded successfully. Thanks!1 point
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В общем нашли и исправили баг. Спасибо большое за помощь в этом деле! Ноды Path многократно обрабатывались в алгоритме сбора данных, и поэтому рекурсивным функциям не хватало памяти стека. На простых моделях это было не заметно, но на таком сложном графе как у Вас, все всплыло. А сейчас даже 500 циклов хватает, чтобы обработать Ваш граф. Возможно даже и меньше, но я это и не пробовал. Могу прислать обновление, но у меня есть вопросы. Во-первых, Вам собрать плагин для 3dsMax 2018? Во-вторых, насколько Вам критично небольшие изменения хаотичностей? Просто мы внедрили новый более лучший генератор случайный чисел, и соответственно растение может выглядеть немного иначе. Прежний вариант также могу вернуть для Вас, но на будущее, хотелось бы перейти на новый генератор. Спасибо!1 point
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Hi cippall, Ok, we added the following functions to the path, because the seed offset is stored as a separate array in the path. <growfx>.<path>.GetDirSeedOffset <modifier_index_integer> Returns the Seed offset for the specified modifier, index are 1-based. <growfx>.<path>.SetDirSeedOffset <modifier_index_integer> <new_seed> Sets the Seed offset for the specified modifier, index are 1-based. Examples: $.Path_01.GetDirSeedOffset(1) $.Path_01.SetDirSeedOffset 1 250 I'll let you know here as soon as we update all versions on the server and you can download it. Thanks!1 point
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Could you just use a point cache modifier in the stack? This should get you the formats you need. I haven't done this in a long time but I think I am pretty sure I just used the modifier.1 point
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Hello! Yet again i present you my another personal project which i created to not get rusty. I created it with 3ds max, Forestpack Pro, GrowFX, Vray NEXT and photoshop. Trees and ivy have been made in GrowFX, all scattering job made using Forestpack Pro. I encourage you to check it in full 4,5K resolution on behance - https://www.behance.net/gallery/9771...in-the-forest? I hope you like it. Best regards Bartek1 point
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Hi everybody! I'd like to share with you great news and a cool tutorial that is very useful to make proxy objects from your GrowFx animated trees and vegetation, so can have a very light models in scene and play the animation smoothly in viewport. At Spline Dynamics, we've just released Q-Proxies v1.05 update, with great improvements and new features! This tutorial shows you different techniques to generate proxy meshes for GrowFx animated vegetation, taking advantage of Q-Proxies cool tools: Creating Proxies for Animated Vegetation I hope you enjoy it! Cheers!1 point
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Hi Diego, Sorry for the late response. Many thanks for your bug report! We already have a stable version, and soon we'll update it on the server. Now I want to check your files to make sure that everything works well. Thanks again!1 point
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The screenshots showing trees of my first tree pack 'Oak Forest' which is already released but also some trees of my second upcoming tree pack. All branches lying on the ground are from quixel megascans and not included in the pack! There will be a big update on the first tree pack too in a few weeks. Also more lighting presets and other new features!1 point
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Heya folks! I popped in a request about how to make trees react to the ground that they're planted in falling over (earthquake stuff) and thought it'd be really handy for vfx shots to have an object collision modifier too so we could have characters or other objects interacting with the trees. Sounds like a big thing, maybe it's already in progress! Cheers, John1 point
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Could you attach proofs? In my opinion new wind is very good! Amplitude multiplier remains the same as it was before and equals 20, but now you could adjust it. Please make viewport previews with old wind and new wind!1 point
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Hi Treeclimber GrowFX is a 3ds max plugin exclusively. It is a smaller program inside of 3dsmax that gives 3dsmax instructions on how to build a 3d model of a plant. The .max file you are seeing is the file that is opened by 3dsmax. It contains the .gfx file, as well as the paths for the image (texture) files (.tiff, .tga, jpg., etc). the.gfx file is a file you can open using growFX when you are inside of 3dsMax. the other files are just images. they are mapped to the surface of the 3d model within 3dsMax. As far as getting these files into a lightweight program. I think it might be kind of difficult to do. Usually the models produced in growFX are too large for a lightweight viewer. I think there are a few people around here who are using it to make smaller models for use in realtime rendering, but the ones in the library are generally too large for that purpose. You would also need to know a bit about 3ds max in order to export the model to a format usable by a 3dviewer. What would you like your final product to be? That will help me give you some more direction as far as what resources to point you towards. Hope it helps, Paul1 point
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Hi Danilo Its hard to say without looking at the file. You could try checking the "turn off central edges" in the mesh builder panel for your leaves, and making the segment distance (modifier panel), and the minimum face size (modelling panel) .This will bring your poly count down, which might help. In the main menu under preferences you could try turning off "meta mesh" universally. If you model works properly with with this option checked then the problem is occuring when your meta mesh is being built. It's hard to say without more information, could you do a screen capture with all three tabs expanded? That would allow me to see what your settings are and hopefully give you a better answer.1 point
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Hi saeedmagic, You need to try using the Stop stitching feature. For more info see: https://exlevel.com/growfx-manual/Mesh.html#Meta_mesh Thanks!1 point
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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!1 point
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Hi, I've just started with growfx so might be missing something, but when I switch my growfx object to viewport lines instead of mesh, the lines don't show any animation, everything is just static when I scrub the timeline. Once I switch back to mesh, everything animates (but is really slow on a high poly tree) Any ideas? Running 1.9.9 sp6 & 3dsmax 20181 point
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Hi Daimon, Ok, first run the following script: macroScript GrowFX category:"Exlevel" internalCategory:"Objects Exlevel" tooltip:"GrowFX" buttontext:"GrowFX" Icon:#("Exlevel",1) ( on execute do StartObjectCreation GrowFX on isChecked return (mcrUtils.IsCreating GrowFX) on isEnabled return okToCreate GrowFX ) Then open Customize User Interface and create a new menu: Then add it to the main menu: Then find Exlevel category a add GrowFX item to the menu: And close this dialog. Thanks!1 point
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Hi All, I completely re-made this tree as my first version was...ummm...pretty terrible. https://exlevel.com/forum/index.php?/topic/518-jacaranda-mimosifolia/ So anyway, after quite a lot of trial & error, and many different versions here is the result Attached are some renders of this improved version. Cheers Jamie1 point