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ptrain03 last won the day on August 13

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  1. 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 !
  2. These are really great. Beautiful branch structure ! Great job
  3. 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 ?
  4. 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 )
  5. 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 ?
  6. I don't know of any tutorials for flowering plants specifically. The basic idea would be to have a parameter in a previous path affect the angle bend, vector, and whatever other properties you need to make the petals open convincingly. In the case of flowers, the growth of the plant may have already stopped. What I would do in this case would be to add a "dummy" path that would be invisible. The length of this path would be what affects the angle bend (opening) of your petals. I have a pretty extensive tutorial on plant growth animation here: It doesn't cover flowering plants but it should cover everything you need to get there. I would also check the tutorial library on the exlevel site. There might be something there. I haven't checked in a while.
  7. ptrain03

    3dmentor's plants

    beautiful !
  8. In the object reaction modifier options you could try changing the calculation method. I don't know what it is in your plant but "use vertices" is the default. If your wall object has too few vertices this will not work very well. Try changing this to "generate points on face" and making the step a small number like 1". You can choose "show magnetic points" to visualize this. I am guessing that the 3DMK has already has a good setting for reflection distance, magnetic distance, and max strength. Hope it helps ! Paul
  9. Hi Treeclimber GrowFX is a 3ds max plugin exclusively. It is a smaller program inside of 3dsmax that gives 3dsmax instructions on how to build a 3d model of a plant. The .max file you are seeing is the file that is opened by 3dsmax. It contains the .gfx file, as well as the paths for the image (texture) files (.tiff, .tga, jpg., etc). the.gfx file is a file you can open using growFX when you are inside of 3dsMax. the other files are just images. they are mapped to the surface of the 3d model within 3dsMax. As far as getting these files into a lightweight program. I think it might be kind of difficult to do. Usually the models produced in growFX are too large for a lightweight viewer. I think there are a few people around here who are using it to make smaller models for use in realtime rendering, but the ones in the library are generally too large for that purpose. You would also need to know a bit about 3ds max in order to export the model to a format usable by a 3dviewer. What would you like your final product to be? That will help me give you some more direction as far as what resources to point you towards. Hope it helps, Paul
  10. Instead of cutting could you use the cropping tool in the "bitmap parameters" tab of your map in the material editor ? Then you could just apply the atlas like a regular bitmap onto the native GrowFX leaf mesh. I am not sure if this is exactly what you need, but it would allow you avoid using instances. I am not really sure if my method is the correct way, but it works for me. UPDATE: Try rotating the pivot of your instance object. It looks like GrowFX deforms instances along the z axis. On a flat object there is no z info. You have to align the z to the long axis (the one you want to bend). In the image on the original post it looks like the z is aligned to the long axis, unless the leaves were created flat and then rotated into position. This wouldn't change the pivot and would give the above result of a flat non conforming leaf. also, make sure that you cut some segments in your geometry to allow for the bend. Hope it helps !
  11. Hi Danilo Its hard to say without looking at the file. You could try checking the "turn off central edges" in the mesh builder panel for your leaves, and making the segment distance (modifier panel), and the minimum face size (modelling panel) .This will bring your poly count down, which might help. In the main menu under preferences you could try turning off "meta mesh" universally. If you model works properly with with this option checked then the problem is occuring when your meta mesh is being built. It's hard to say without more information, could you do a screen capture with all three tabs expanded? That would allow me to see what your settings are and hopefully give you a better answer.
  12. Thanks sajith ! you are totally right, thanks for the correction You branch structure looks much better!
  13. It looks like your graph is just dropping off too soon. Your initial radious is set at 2mm so at thirty (the left hand side of your graph) your branch would be 60mm tapering down to about 8mm for your first branch. Your min is 3mm so you get a taper from 8mm to 3mm at around half the second level. This isn't very perceptable. The remainder of your levels would be 3mm (your minimum). What I would do is Input the largest radius the branch would be into the radius dialog. After you have done this just set your left side of the graph at 1 (the largest the branch would be) and the right hand side at around .5 or .6. Over the course of three levels this would get you down to your minimum diameter smoothly. so if you have a 50mm branch, at the first level at .5 on the right hand side of your graph then you would have a 6.25mm branch on the third level. This should be pretty smooth. Hope it helps
  14. You will definitely save RAM, I am not sure about hard drive space. It depends upon how Forest pack treats your animated proxies. For stills, I did a test and Forest pack objects made with .gfx files do appear smaller than polygon meshes, but I could have misread. I think the .gfx file is just a set of instructions to build a mesh, that is why it is so small. The actual mesh produced (which is probably what Forest Pack scatters) is still pretty big. I have been using the combination of these two plugins for a long time and together they have saved me a ton of time.
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