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Archi

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Archi last won the day on April 28 2016

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  1. Fantastic work Eduard And thanks for some extra efforts for this bending now a bit more for game dev workflows. ps: can 'highlighted path mode' be active while selecting any path related nodes (modifiers, mwsh builders etc.) not just the Path node itself?
  2. Sounds fantastic Eduard! We can think whats best mb just end/start point straight line will be the same thing and less calculations? (but I'm not sure you got it def better)
  3. Hi Eduard, I found some issue that breaks Pivot Painter workflow for certain models, and this is because how GrowFX handles pivots conversion. Pivot painter script calculates X Vector (8bit) into texture Having X pivot not really pointed along the actual geometry causing some vertices not to be taken into account while calculating wind animation in UE Quick example: if we bend/distort too much with modifiers (pic 1) after certain degree pivots kinda getting lost an actual direction (kinda based of just first segment of the path) what we really need for PP working properly is an actual model orientation AFTER the modified stage how complex would be to calculate these 'in house' on hierarchy creation ? as I dont know a proper script that does it all as a post process (normally results are really off with ton of manual labor)
  4. Hi Eduard, I'm just on the hunt for it for a large file for a few hours now... and finally I think that AFTER MESH wind in my scene does the consistent crash when do "create hierarchy of meshes" (group by color enabled) when deleted all after mesh mods its processing! Does that sound fair for you ? If you cant recreate I prob can send a file a bit later, LMK.
  5. Hey, did you ever figured what was it ? same thing for me.
  6. Not mention that this setup is pretty tricky to control and understand that also works only as a test not on a real structure. I would ask you pls to add any Vector Dir also (affected by position) on a parent level and see what happens (see pic) (assuming you would say to change Global Vector to Local.. but it breaks things and no more working as right vector for that invented method) I assume having something simpler would be less confusing. For instance an 'affect by range' or something where you specify kinda 'range filter' and select 1 of every 2/3/4... etc. based on path number (or position if you call it) Then feeding any parameter needed into that group/mask.
  7. Damn that setup is cool ! Thanks but.. anything we can do to 100% mimic the original alternating pattern ? (again, with no added extra cont distributor, since affectors work only for one)
  8. Hi Eduard I have never thought that would be an issue for growfx... but. Just need your quick evaluation. Goal: to get controllable angle within SINGLE path distributor while 'turn axis' stay 180 The pictures should do much of explanation here: I managed to map the path position to kinda select 'Every Second Path' and feed a different angle axis into it - works BUT... That frankenstein collapses once you need to change either path randomization/length/density etc. so Am I missing any other trick with math/affectors to bind it properly ?
  9. Same thing here for max 2024.2 GrowFx 2.0.1 (random crashes) Did you guys get what caused the crashes ? Most of it just while wiring/hooking up nodes, deleting nodes or group of nodes as well
  10. Option for Inputs to be flipped to the other side of the node is really needed Eduard. Mid range and complex setups fall into mess incredibly fast with the current wiring. going further for better node ui is to get pin points (houdini ref)
  11. А какие могут быть идеи, кривые и еще раз кривые....
  12. For this purpose we simply have UV channels which not implemented in GrowFX, but it's going to be realized in GrowFX 2.0. (keep fingers crossed =)
  13. Привет Эд , спасибо, эта фишка бы сильно продвинула качество и органичность (в инстансах сейчас нельзя влиять на их маппинг и мн другое) Но у меня есть еще идеи для нодового 2.0. Как ты смотришь на создание неких базовых хелперов (по типу тех что уже есть: сфера, бокс и тп) но которые бы были источниками влияний ) Т.есть обьем сферы , например, расценивался бы как вектор с движением от его центра к краям. Или лучше это обозвать как маска влияний Сейчас не получается сделать локальных влияний, на какой то условный кусок модели (Не связаный с его логикой путей) Но с той же целью можно сделать и какой то селектор влияний, принцип по которому сейчас работает trim и eraser. (мануальности\выборки не хватает) Хоть и не в тему пока но как то так, для дискуссии ...
  14. Can you explain more about "one rule at the same positions" ? You have to play with random levels length, angle, etc.
  15. Есть идея сделать для instanced geometry сортировку по count rate, на которую можно повлиять из под кривых.
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