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ptrain03

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  1. 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
  2. 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
  3. 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 !
  4. 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 !
  5. These are really great. Beautiful branch structure ! Great job
  6. 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 ?
  7. 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 )
  8. 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 ?
  9. 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.
  10. ptrain03

    3dmentor's plants

    beautiful !
  11. 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
  12. 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
  13. 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 !
  14. 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.
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