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Showing content with the highest reputation since 01/23/11 in all areas

  1. 4 points
    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 Florida
  2. 4 points

    Version GrowFX 1.9.9


    Hedge Clematis. 668614 polys. Textures are included.
  3. 4 points

    Version GrowFX 1.9.9


    Lavandula. Height 0.70 m. The number of polygons 490886.
  4. 4 points

    Version GrowFX 1.9.9


    Hedge Parthenocissus. 457356 polys. Textures are included.
  5. 3 points

    Version 1.9.9.


    Beaumontia. Height 4,0 m. The number of polygons 3728771. Textures included.
  6. 2 points
    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 helps
  7. 2 points
    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 Jamie
  8. 2 points
    Hello! I wish to show some of my latest work in GrowFX. All plants rendered in FStorm.
  9. 2 points
    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, Tobi
  10. 2 points
    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 ! Paul
  11. 2 points
    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 !
  12. 2 points
    Could you use the vector orientation modifier with y axis at 100% ?
  13. 2 points

    Version 1.9.9


    Cordylines. Height 0.8 m. The number of polygons 20184. Textures included.
  14. 2 points

    Version 1.9.9


    Poinciana Height 4,0 m. The number of polygons 348772. Textures included.
  15. 2 points
    I fixed a little your palm: palm_3.max Thanks!
  16. 2 points
    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!
  17. 2 points
    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.
  18. 2 points

    Version 1.9.9.


    Philodendron. Height 0,3 m. The number of polygons 29498. Textures included.
  19. 2 points

    Version 1.9.9


    Bougangvilla. Height 4,5 m. The number of polygons 2638338. Textures included.
  20. 2 points
    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!
  21. 2 points
  22. 2 points

    Version 1.9.9


    Tree in the snow. Height 2,5 m. The number of polygons 1833383. Textures included.
  23. 2 points

    Version 1.9.9


    Dahlia Kenora Fireball. Height 1,2 m. The number of polygons 634832. Textures included.
  24. 2 points

    Version v1.0


    Amelanchier tree - something between shrub and broadleaf. Use opacity maps for closeups. Stem texture is missing, just use color or gradient ramp of your choice closeups. Happy tweaking Best Regards Martin Zmeskal www.pixelbox.cz
  25. 2 points

    Version GrowFX 1.9.9


    Juniperus conferta. Height 0,7 m. The number of polygons 1189420.
  26. 2 points

    Version GrowFX 1.9.9


    Dianthus deltoides. A plant for the alpine slide. The number of polygons 178750. Textures included.
  27. 2 points

    Version GrowFX 1.9.9


    Liatris spicata. A plant for the alpine slide. The number of polygons 138174.
  28. 2 points


    An agave I accidentally made it huge so you might want to use the scale command under the preferences tab.
  29. 2 points
    Sorry for late answer, had a vacation and very busy later.. So, I have some cactuses
  30. 1 point
  31. 1 point
    Hi Edwin, I will make a video tutorial for this as well as the flower in your previous post. It will take a few days but I will repost when its finished. Petals can get pretty complicated so thats probably the best way to show you. Talk to you soon
  32. 1 point
    Its a tough problem. I am not really sure what to do. I am looking at this https://docs.arnoldrenderer.com/display/A5AFMUG/Export+Settings#ExportSettings-ExportVertexColors I think this is just for exporting in maya though. I see what you were saying about plugging in the color set. The Max equivalent would be this I think. https://knowledge.autodesk.com/support/3ds-max/getting-started/caas/screencast/Main/Details/2a01656f-b2f5-49ba-80ce-abebcfb22faf.html?_ga=2.108247938.1617953730.1590558748-1820435255.1590558748 The above link has a video tutorial. are you selecting "export vertex colors" within the arnold attributes for the mesh.? It might be a good question for the forest pack forums. I have never tried to work with a forest pack object outside of max. I'm sorry I cant be of more use. If anyone else has had experience here please post!
  33. 1 point
    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!
  34. 1 point
    Hi Ako, Cool plant! Thanks!
  35. 1 point
    It might be easier just to treat the paths like the splines and use the graph to manipulate them. Just make 1 path and use a "distributor" distributor and up the count. Then you could just use a leaf mesh to build the fronds and use different material ID for each frond type. You could use the "shape" direction modifier, but given your example it looks like a simple "vector" modifier with some graph manipulation would do it. Would this give you what you need ?
  36. 1 point
    Hello, last few days I was busy with making animated trees and grass for my personal project. I wanted to make trees with wind animation and scatter them with ForestPack, but I've faced with multiple issues. Finally, I've found the way how to make correct cache and use it without any problems. 1) Create tree and add Wind modifier into the After Mesh Modifiers. If you'll add Wind into Direction it will change topology and it will be unacceptable for the Point Cache modifier. 2) Turn on "Convert to mesh" option in the Properties of the GrowFX object 3) Set GrowFX Cache option to One file (For some reason File per frame generates broken animation). 4) Start caching. 5) Test results to be sure that everything is OK. 6) Add Point Cache modifier to the GrowFX object. 7) Set Point Cache record option as One file per frame (this time, for some reason, Point Cache didn't work with One file). 8) Copy your GrowFX object and convert it to mesh. 9) Add Point Cache modifier to the mesh object, and load cache. Done! Now you can scatter your tree model with an animation.
  37. 1 point
    Plumeria oubtusa or Frangipangi tree - it was very hard task for me... Hard to find correct shape and branch distribution, especially when you scaling up/down tree's height. This tree has natural shape in all scale from 2 meters till 5 All textures made in Substance designer. Wind animation ready.
  38. 1 point

    Version 1.9.9.


    Pittosporum undulatum Height 4,2 m. The number of polygons 1589517. Textures included.
  39. 1 point
    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 2018
  40. 1 point
    Hi nufu, Most likely all wind modifiers is configured in After Mesh Modifiers, so the modification only applies to the resulting mesh. In any case, in this mode, your tree animation will work faster than if you apply all wind modifiers to Direction Modifiers. You can reduce the height of the tree, or the density of branches, to check the animation in real time. Thanks!
  41. 1 point
  42. 1 point
    Hi Tobi, Ok, we'll think about how to implement it. But only after the release of version 2.0. Thanks!
  43. 1 point
    Reset Xform on your object "Fan_Palm_stalk003", because dimmensions doesnt match. Then this: You can also slightly move pivot point to fine tune position.
  44. 1 point
    first test of Ficus elastica
  45. 1 point
    Hello Jacob, It was difficult... I added an additional PathDistr to affect to the twist with the factor = -1. See PathDistr_02 > Parameter: Path position. Also PathDistr_01 and PathDistr_02 have different settings. Please see the attached file: test_1.max Thanks!
  46. 1 point
  47. 1 point

    Version GrowFX 1.9.9


    Bougainvillea. Height 5.5 m. The number of polygons 3674448. Textures included.
  48. 1 point

    Version GrowFX 1.9.9


    Verbena for the garden flower. 237198 polys. Textures are included.
  49. 1 point

    Version GrowFX 1.9.9


    Indoor plant Dieffenbachia. 34602 polys. Textures are included.
  50. 1 point
    Привет! Да, я отправил информацию для оплаты... Спасибо!
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