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

  1. 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
    4 points
  2. 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
  3. 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/videos
    2 points
  4. That math node looks like it could be really useful for speeding up workflows. Really powerful updates!
    2 points
  5. 2 points
  6. 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
    2 points
  7. 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
    2 points
  8. Hello! I wish to show some of my latest work in GrowFX. All plants rendered in FStorm.
    2 points
  9. 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
    2 points
  10. 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
    2 points
  11. 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
  12. Could you use the vector orientation modifier with y axis at 100% ?
    2 points
  13. I fixed a little your palm: palm_3.max Thanks!
    2 points
  14. 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
  15. 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
  16. 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
  17. Sorry for late answer, had a vacation and very busy later.. So, I have some cactuses
    2 points
  18. 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 shape
    2 points
  19. Hi lukx, We've uploaded GrowFX for 3dsMax 2023 and you can now download it from your User panel account. Thanks!
    1 point
  20. 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-design
    1 point
  21. Hi all Its my first post here. So maybe its silly question but i am just learning GrowFX I would like ask about using it with Forest Pack I know this combo is very powerful for animations but do i get extra resources/speed, save ram etc. using growfx objects instead of meshes? - i am not asking about randomisation or vertex shading I just wonder if i can save some space on my hdd Thanks for help Michal
    1 point
  22. Hi Diego, Please try to activate again, I've renewed your license to the latest date of beta version. Thanks!
    1 point
  23. Yes, you can use version 1.9.9, and there is no this bug. Thanks!
    1 point
  24. Those models are beautiful! I love how clean your work is.
    1 point
  25. Hi Erkhembayar and binay, I've sent you our offer for an educational license... Thanks!
    1 point
  26. This is just a guess, but if your proxy is loading a new model per frame then your vertices might not actually be moving. I am not sure how you have the proxies set up though. Does it work when you render the animated unproxied model ?
    1 point
  27. 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
  28. I think you would have to do all of point caching outside of the growfx object. You would create the growFX with animation, then in the stack add a point cache modifier. Within the point cache modifier, you export the cache file to the format you need. The point cache file you create should work for any mesh object as long as the vertex count doesn't change. I don't think you would be able to reload this file into the growFX object because it's not really a mesh. It's just a series of instructions that builds a mesh. The built mesh is accessed up the stack. hope it helps. I am still in v1.99 (upgrading soon ), so v2 could be different. It looks like 1.99 handles the .gfxcache files the same way though.
    1 point
  29. Is it possible to export a growfx model in a format that will keep the leaves as instances. It's for blender, so possibly alembic will be the only choice? Cheers Michael.
    1 point
  30. 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
    1 point
  31. Thanks I am using only few modifiers: almost every branch is using random/vector/noise direction modifiers, sometimes radial direction for leaf stem and when it is necessary object reaction modifier. Often for leaves and twigs and small branches it is essential use vector orientation, but this modifier is better test on extra small example, because it is sometimes hard to tell on bigger plant if you set the parameters X/Y orientation correct or not :)) . I was learning only from tutorials from exlevel page. After 2 or 3 plants it was quite easy to create any plant. 50% of success is to have good reference, photos, measurements, or real plant. Rest is about setting parameters and do some work in photoshop (extracting leaves from photos, make color wariations, normalmaps, make bark texture non repeating, ...). For bigger project I reworked my plants to use with forest pack plugin, because some conifers had 6M polys, and that was not good for RAM even as proxy object. So for example I grouped few needles to single mesh and dristributed that mesh using forest pack. Or convert growFX flower paths as single mesh and and distribute with FP. Then RAM consumption is quite low. And here is the rest of my collection : Acer Palmatum Azalea Japonica Johanna Campanula Carpatica Campsis Radicans Clematis Euonymus Fortunei Emerald Gold Festuca Gautieri Heuchera Hosta Hydrangea Paniculata Limelight Iberis Sempervirens Ligustrum Ovalifolium Paeonia Suffruticosa Prunus Domestica Pyrus Domestica Rubus Idaeus Thymus Citriodorus Wisteria Sinensis
    1 point
  32. Hi Caue, Great tree! Thanks!
    1 point
  33. 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 ?
    1 point
  34. Все, спасибо! Вот что у меня получилось: Что я сделал: Так как у вас это был Editable Poly, то я зашел в режим выделения Border, и выделил границы. Затем создал из них сплайны: Там есть кнопка Create Shape from Selection. Затем пришлось применять утилиту Reset XForm к этому сплайну, иначе Garment Maker не хотел нормально работать. Ну и применил модификатор Garment Maker, который создал такую поверхность. Тут я думаю можно просто распределять из вершин как есть... Чтобы менять плотность, то можно менять плотность в самом Garment Maker. Спасибо!
    1 point
  35. Hello, I have no idea if this technical possible but it would be awesome if we could use photoscanned trunks as a mesh for our growfx object. Maybe convert a IG_mesh builder into a metamesh? When I use a photoscanned trunk in 3ds I often use a slice mod to get a clean cut on the top, maybe growfx can use this flat shape to connect to another meta mesh? Cheers, Tobi
    1 point
  36. Hello, Is there any news about how to use photoscanned trunks as a mesh in growfx to create a realistic tree?
    1 point
  37. hello , just got growfx yesterday , today i am exploring it and got 3ds max crash white using trim modifier , i added trim modifier and clicked on (lines) , and 3ds max crashed , i checked it 2nd time to confirm , but it crashes , ( i was in mesh mode ) ( 3ds max 2018) 2nd crash : exlevel - growfx - created growfx object - ctrl+z = crash
    1 point
  38. Hi Guys, this tree was a big learning experience. Lots of things I'm happy about, lots of things that ain't so good. The shape of the main branches are controlled with noise and vector modifiers alone, by which I find it is still very hard to position and orient splines. The roots are spline controlled, which is better. Hope you all like!
    1 point
  39. 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
  40. Hi Pezzoni, You need to set the value of the branches > Path distributor > Offset = maximum radius of the trunk, then add an Affect from the branches > Path distributor > Parameter: Path position to the Path distributor > Offset. Then turn on the graph for the Factor in the Affect settings. Thanks!
    1 point
  41. Sorry for a noob question, but I can't figure out if any of the config settings do the trick, and haven't found a similar topic in this forum. I have a scene with several areas of GrowFX trees and I'd like to create some quick previews, but the text labels are very distracting and cover half the image. How do I turn those off? Thanks!
    1 point
  42. Обращайтесь если что!
    1 point
  43. 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.
    1 point
  44. Hi viniciuspaciello, The manual can be found here, https://exlevel.com/download/ It is about halfway down the page. It covers every button and is a pretty quick read. Hope it helps
    1 point
  45. I made a lot of plants for this project with Growfx and then scattered with Forest Pack Pro, For textures I used Megascans and textures.com and render done with Fstorm. Check out the whole project from link below, https://www.behance.net/gallery/62460361/Wetland Hope you guys like it. Thanks to Exlevel team for such a powerful plugin. Cheers.
    1 point
  46. We've updated all versions, and you can download. Thanks!
    1 point
  47. Also gfx-file: Branch_shape_1.gfx Thanks!
    1 point
  48. first test of Ficus elastica
    1 point
  49. My latest work. 20 different plant species forming a large area resembling the amazon river. In addition to GrowFX I used the ForestPro plugin to scatter the plants in 3dsmax.
    1 point
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