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ptrain03

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  1. 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 your wind modifiers are applied as "after mesh" modifiers. Also, if your plants are rebuilding each frame you are going to have trouble with your point cache because the vertex count is changing. I hope this helps.
  2. also take a look at Start Vector - angle axis.
  3. 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.
  4. 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,
  5. really cool to see the scan integration! Beautiful models!
  6. Beautiful ! These really show off the variety the variety of plants you can make in grow FX. Absolutely stunning.
  7. 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.
  8. 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.
  9. 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.
  10. do you have an image of what you are going for ? I think you could just place leaves like normal , then lower the "count rate"
  11. 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
  12. great looking render !
  13. 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!
  14. 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.
  15. 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
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