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ptrain03

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  1. It could be that the leaves are flipping rather than disappearing. You might check to see if all of your paths contain a "vector orientation direction modifier". If one of the paths does not, It could cause sudden flipping. For this tree it looks like all layers should have a vector orientation direction modifier in the "y" direction at 100 Percent. This sets the up and down direction for the path, so it is pretty important. Not adding this to each path can give you unexpected results. Random and noise modifiers can also cause flipping and mesh breakage. If you have any of these
  2. You might try doing it without levels. It makes the paths a little easier to control. I just use a path for each branch level.
  3. 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 ?
  4. So I did did a quick test. I am using an older version of itoosoft but I didn't see an option to load a cached animation file. When you say cache are you just talking about the vertex animation file or do you mean something else ? When I brought in the animated tree nothing showed up but then I moved the timeline forward a few frames and everything appeared again.
  5. also, what format are you using for your animation cache file?
  6. do all of your uncached plants give you the same issue, or is it just your cached plants? Also, are you using meta mesh? If you are using meta mesh, is yourwind animation modifier an after mesh modifier? Itoosoft does this to me as well sometimes but I can usually get my plants back by bumping the time slider up a frame, or rendering a single frame. I have never figured out why this occurs.
  7. You could try adding a point cache modifier in the stack instead of using the internal grow FX point cache. It has been a long time since I tried this but that is how I did it and it worked well. I think That there is an option to turn off build on startup, but I can't remember how it is done. I checked the manual and didn't see anything. I think it has been discussed on the forum. I will look around and see if I can find anything. If your plants are rebuilding per frame you might have a animated plant that is rebuilding its meta mesh each time it moves. Make sure you
  8. also take a look at Start Vector - angle axis.
  9. I think this image shows the functionality pretty well. for Angular type, you will likely want to make use of the following sliders; f for circular you are probably pretty familiar with the sliders as it is the default mode. Angular is pretty good for things like fan palms or anything else that need to distribute without a height angle component. I hope this helps. Honestly, I am a little foggy on the subject myself.
  10. 1. add a vector orientation to the main distributor with a y orientation at 100 percent. 2. Add a path 2 with a path distributor. In the distributors panel make the turn axis 360, and under angle divergence add some chaos. to give it a little variation.I would also add a vector orientation modifier to this path with y at 100 percent. You could also just distribute with the default settings and use the erase modifier to get rid of paths you don't want. The first method gives you a little more control. Hope it Helps,
  11. really cool to see the scan integration! Beautiful models!
  12. Beautiful ! These really show off the variety the variety of plants you can make in grow FX. Absolutely stunning.
  13. 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 sti
  14. Could you just use a point cache modifier in the stack? This should get you the formats you need. I haven't done this in a long time but I think I am pretty sure I just used the modifier.
  15. it looks like for this tree the has a pretty well defined path 2 ( the initial branches coming out of the trunk ). Lets say, the path containing the leaf geometry is something like path 4. I would use the path position of path 2 to affect the density of path 4. You could use a graph to specifically dictate where you want the leaves to be clustered.
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