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schellicon

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schellicon last won the day on April 28

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  1. how do we see when this update comes out ? in my login download i see newest Version is :February 10, 2023 ... which i know .. it`s not true ...the downloadable is newer... this bugs me forever till now ! would be cool to have here more love
  2. thanks for helping me out eduard! problem solved for info after your license reset , i activated in 2024 V1 and V2 and after that growfx was also working in every max version like it should (last time i activated it in 2025 just in case if there is something)
  3. ok webside says after license deletion that i can activate again, but i`m not allowed here seams deactivate only kicked my v2 license ... v1 in max 2025 still working , 2024 not..... really strange... (i just e-mailed support for help)
  4. v2 is working in both , v1 is only working in max2025 , deactivate license says none activated , now max activation is reached .... Help needed!
  5. i updated growfx 1+2 to 2025 and my 2024 now crys everyday for reactivation , while 2025 is working! i think this might be a new bug....
  6. sounds Strange, recheck the mesh operator and it`s material, if you rendering distributed , cache your plant ... i would try.. never seen this before
  7. Hi Embertree, Did you try: open the node editor, go to "View" ->press "zoom extends" and you should see your nodes (i think they moved out of the screen so somewhere, so you can bring it back) hope this helps
  8. any news on growfx 3dsmax 2025 version?
  9. i cached my files to my hdd then i loaded 1 of those with the browse button after that in the browse location is only the file name ,... not the location copy paste the real path in the browse location fixes the location, but browse is broken!
  10. speedtree has this also, but we are using growfx! would be sooo insane
  11. hi Eduard, https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/PivotPainter/PivotPainter2/ after "create hierachy of meshes" just use this script and you get 2 maps, these are containing index ,transform and the hierachy which we can use inside unreal to deform the plant they are using this trick to save all that data into maps instead of having many seperate objects that are drawn slowly (i attached the end result of a small plant with the maps and the script) i attached the script PivotPainter2.ms Plant.rar
  12. Hey Eduard, I don`t know i ever thanked for the "create hierachy of meshes" ... This is sooo insane! Takes sometime to get bigger things converted , but i tested it with the pivot Painter script to unreal and got really cool results ! but: it takes sooooo long! if you could do another button to export just the maps the pivot painter script exports would be so much faster. The info you need you have already inside, exporting those data to those map skips mesh generation and should save hours !! would be soo megacool if you could implemt this thanks!!
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