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ptrain03

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  1. 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!
  2. Are you able to get other models into Maya with vertex colors intact? Is it specifically growfx vertex info that is not coming in correctly? Also, are you bringing in the model as an FBX and then making the proxy within Maya or are you importing the proxy directly into Maya ? I don't have a copy of maya test this out so I may not be able to help very much.
  3. I apologize, I forgot to upload a model for you. It was a busy week ! Whatever Edward says give that a shot. He literally built the program I took a shot at the plant. It was surprizingly tricky. One thing that was really helpful in this build was the count% slider. I used it to randomize where leaves and flowers showed up. I also used the "erase" modifier to do some last minute cleanup where branches were intersecting or just looked strange. For variations of this plant just hit the "New" button until you get something you like. If you have any questions about setting please post and I will clarify. Hope it helps, vase flowers.max
  4. 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
  5. You could definitely animate a flower opening. Something you might try to make things a little easier on yourself would be to introduce a dummy path. It would just bee an invisible path on the end of the parent of the petal paths. You would tie the animated flower modifiers to its length. This way the plant could grow and the flowers would animate after the plant was done growing. Fruit growth can also be made in a similar way. I have a pretty in depth tutorial on plant growth here( below ). It is a little boring but it should take you through everything you need.
  6. I couldn't open your file because I am on max 2019, but it might have something to do with a modifier stack. Sometimes noise modifiers will make a model jump like this if they are stacked on top on deviation modifiers or random modifiers. You might try isolating the tree and scrubbing the timeline to see if the model itself is "jumping". If it is you could try turning off any noise modifiers and see if that helps. Also try turning off random direction modifiers. modifiers. If I remember correctly you want things like noise to go at the end of the stack. also, is wind added as an after mesh modifier ? If wind is being calculated before the meta mesh builds it could give you weird artifacts like this. hope it helps, Paul
  7. For broadleafs with complex edge conditions you can either Use an opacity map or use a an instanced mesh for the leaf path mesh. Probably the best way to get familiar with the leaf builder mesh would be the manual. It does a really good job of explaining what each of the parameters do and it is a quick read. When I model specific leaves I usually end up using an opacity map. I make a square plane with enough segments to give me a little geometric variation then the fine detail of the shape is achieved with the opacity map. For simpler leaves I just use the leaf mesh builder on its own. Hope it helps Paul
  8. Hi Noahman, I am not really sure. It looks like there is something going on with the material. If you are using a two sided material effect It has to know which direction is up and which is down in order to work properly. In your plant modifiers do you have vector directional modifiers on all paths ? I usually put a vector directional modifier on every path to specify which direction will be treated as up (positive) and down (negative). If you don't you will sometimes get strange results on your later paths (leaves). These black spots might be a result of normals facing the wrong direction on the leaves. This is just a guess. Maybe you could try a flat material and see if you still get strange results ? Is your leaf material a two sided material ? I
  9. as far as I know there isn't a way to do this within the growFX interface. You would have to add this with the modifier stack. If anyone else has had success with this please post !
  10. for the size issue you might try resetting the xform of the original object. I am not sure about the material. It looks like the material ID is just inherited from the referenced object unless you check "generate new multi material". What is the material ID of your instanced object? If it is not five, try changing it to 5 and see if that works. Hope it helps !
  11. These are really great. Beautiful branch structure ! Great job
  12. 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 ?
  13. Hi Aaron, I am pretty sure the point cache won't work if the polycount changes. All it does is change the position of existing verts in order to prevent calculating bones, morphs, etc. I have exported proxies for this but you end up having hundreds of proxies per plant, (one for each frame). This does work. It is probably the way you will need to go if you need proxies. I haven't done it in a very long time, however, I think I remember it being pretty easy. There may be a better way to convert a growing animation to a mesh. I am just not aware of it ( the last time I did it was 2012 )
  14. I am not entirely sure what is going on. but you might try recording a point cache file using the point cache modifier. You could export the static tree to a proxy file then apply the point cache file to the proxy. I am not sure about this though. I don't usually have to animate my trees but I seem to remember doing something like this a while back. The exploding trees might be caused by a changing polycount. Is your wind animation an after mesh modifier ?
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