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Eduard

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  • Birthday 11/18/1976

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  1. Hi Everyone, Finally, version 2.1.0 has been released. We implemented our own thread pool, which really accelerated the calculation of paths and mesh data. Unfortunately we couldn't speed up Meta Mesh because it can't run in multithreaded mode. We also fixed the issue with using Inctanced Geometry when using Deform along path. This issue occurred when generating a large number of objects. Our fix even sped up the calculation Regarding other innovations, you can see here: Please feel free to ask if you have any questions. Thanks!
  2. Приветствую, Azat Hai! Система присвоения материалов GrowFX была разработана очень давно, и сейчас я точно не помню как она работает. Но по крайней мере, она должна сначала сложить все Id-материалов, назначенные в нативных меш-построителях, затем добавить Id-материалов из сторонних - IG объектов, при этом собирается Multi/Sub-Object Material, и назначается на GrowFX объект. И тут надо бы разобраться, что содержит Ваша модель, какие MatID-шники присвоены на разных уровнях. И если Вы уверены, что там что-то не правильно назначается, то пожалуйста присылайте нам Вашу модель в виде maх-файла, будем смотреть. И я не исключаю баг системы при каких-то особых условиях, и если что-то не так, то будем исправлять. Спасибо!
  3. Ok, we've added the option to the Preferences dialog: Thanks!
  4. Hello yunduan, Ok, we'll try to implement this feature. As I understand, you want the node editor not to close when you select another 3dsMax object, right? Then all the settings will remain available, and you'll be able to change the GrowFX object further. But as soon as you select another GrowFX object, the settings will be replaced. Thanks!
  5. Hello schellicon, We fixed the bug you found. I think tomorrow we'll update all files on the server. Thanks!
  6. Hi M.Nabil, We checked your file and fixed some bugs in both versions 2.1.0 and 1.9.9. I sent you an update, you can check it. Thanks for your bug report!
  7. Hello schellicon, We're currently looking for all sorts of bugs. I'll definitely check out this palm tree. Thanks for the bug report!
  8. Hi M.Nabil, Sorry for the delay in replying, I downloaded your file and we're still trying to find and fix the bug. I see the problem, but we're still investigating. Thanks for understanding!
  9. Hello morphe, Yes, we've launched a Spring sale, but this only applies to the purchase of new licenses. We don't have discounts for renewals. Discounts on renewals can only be on Black Friday. We're planning to add a new direction modifier node with the Move & Redraw function, like in the DrawPath node. This modifier node will bake all path line points after all other modifiers, and they will be editable. Accordingly, if you make changes to previous modifiers, it will not affect the shape of the lines. Thanks!
  10. Hi Archi, Thanks for the kind words! Ok, we'll add this feature in the release. Thanks!
  11. Please check your User Panel account, if your license is still valid, you can download this update for free. If not, you can renew your license. Thanks!
  12. Thank you very much! Yes, the new feature is interesting. We've many ideas to improve its capabilities.
  13. Ok, I just deactivated your old activations on the server side, and now you can activate again. Thanks!
  14. Hello, Please send my your Serial number in the private message or on support@exlevel.com Thanks!
  15. Hi Everyone, I want to announce the release of the new version 2.1.0 beta. What's New in GrowFX 2.1.0: + Added full compatibility with 3ds Max 2026 (64-bit). + Added a new DrawPath node. With it, the user can draw branches or leaves directly in the viewport. Then you can edit the drawn branches by moving the starting positions or redrawing the branches. You can move some points, thereby changing the direction of the branch. For more information, please see the help page: https://exlevel.com/growfx2-manual/Node_DrawPath.html + Added a new Vertex Color Map Channel node, which allows you to change the Map Channel other than 0 for the Vertex Color system. + Added a new UVW Custom node. With it, the user can write specific values to the UVW coordinates. Data can be obtained from Attribute nodes, and also modified using the Math nodes. + Added a new Attribute IDs node. It allows the user to get path line indices, parent path line indices, or a branch level. Then this data can be passed, for example, to the UVW Custom node. + Improved mesh generation process. + Added Weighted pivot to the Creating Hierarchy group in the Preference parameters. When on, pivots will be directed to the last point of the path. + Added a MaxScript property: $.ShowIndexes + Some minor bugs are fixed. This version is available for download in the User panel. Please feel free to ask if you have any questions. Thanks!
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