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Eduard

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Everything posted by Eduard

  1. Hi the_real_j_man, Please send me this file for Max 2024. I just tested it, and I have no problems with this kind of animation. So, I need to look at your settings in detail. Thanks!
  2. Hello, Please send me your serial number in a private message and I'll help you solve this problem. Thanks!
  3. Hi, I think we've found the problem. It was in EL_Helpers.dlo. When we released version 2.0, we needed to create EL_Helpers compatible with both versions 2.0 and 1.9.9. This coincided with the release of 1.9.9 SP10. That's why SP9 still works in 3dsMax 2015, but newer versions don't. Today we patched this version of EL_Helpers.dlo for 3dsMax 2015, and you can download it from this link: EL_Helpers.dlo You can now install version 1.9.9 SP12, then replace the EL_Helpers.dlo file in the installation folder, typically C:\Program Files\Exlevel\GrowFX_3dsMax_2015\ After that, please let me know the results. Thanks!
  4. I checked your scene in 3dsMax 2024, and there are no problems at all. The scene is very simple. Unfortunately, I can't test this in 3dsMax 2015. Perhaps you can upgrade to a newer version of 3dsMax? If not, we'll look for options for testing. Thanks!
  5. Oh, I didn't see you tried that already. Ok, I'll try your file. Thanks!
  6. Hi, Have you tried version 1.9.9 SP12? If not, please try it. If this issue persists there, we'll investigate. Thanks!
  7. Hi Willi, Yes, we'll try to implement this, but a little later. I'm very busy developing a new feature right now and can't put it off. You can send us any examples you have to support@exlevel.com, I'll definitely use them for testing. Thank you very much for the idea!
  8. This isn't implemented yet. But we've implemented hierarchy generation, which allows you to generate tree wind animations in UE. I don't know how exactly it works there, but many users use it in UE. Thanks!
  9. Hello Olson95, Yeah, really interesting demo — it looks great! But I didn't see the timestamp, the video started from the beginning. Okay, I'll think about how to implement all of this, but after we finish our current work. Thanks a lot for these ideas, I think we'll implement all of them!
  10. Hi bas klompmaker, Strange, but I did the same thing and there were no crashes. Can you record a screen video? Thanks!
  11. Hi bas klompmaker, Strange, I've never heard of this. Maybe you have some special tree settings? Send me your model, I'll check it in debug mode. If this is happening on an empty new object, then it's completely strange. If so, can you record a screen video to see what exactly is happening and how? Thanks!
  12. Hello Olson95, Okay, we'll try adding these features, but first, I want to clarify the following: 1. The normal mesh, as I understand it, should be applied to all leaves (Std leaves and Leaves mesh), right? Although we can also do this for branches that may be part of flowers or leaves. 2. Custom mesh: did you mean to be able to attach a custom mesh (via a Public node) and have it used as the normal mesh? But I still don't understand how to implement this? Your Default Meshes (Sphere / Triangle / Octagon) are actually just algorithms for calculating normals, they don't actually create any mesh. 3. Collision Generation (UCX / primitives): An option to automatically generate capsules/boxes/cylinders around branches or mesh clusters. Are capsules or cylinders necessary? If so, how many sides should they have? Ability to preview collision shapes before baking. Automatic naming using the UCX_<BaseName>_## convention for Unreal. Should these primitives be children of their original meshes, or should they be a separate tree? We'll start developing this a little later, as I'm currently very busy with the Space Colonization algorithm. This isn't just an algorithm, it will be an entire tree generation subsystem in GrowFX. Thanks!
  13. Eduard

    Nordic Pine tree..

    Hi stig, Looks amazing! A very realistic pine tree. Thanks!
  14. Hello Olson95, I don't understand why I missed these posts. I was hoping for notifications, but they haven't been working lately due to changes in Gmail. The forum simply couldn't send emails. I apologize for the late reply! So, I don't quite understand how this works? And what is a UCX tag? Thanks!
  15. Hello Palya30, Consider using the GrowFX MultiMap plugin (you can download it from the Downloads page). Combined with VertexColor, this will help you achieve your goal. You can see an example of how to use it here. Thanks!
  16. Hi, In GrowFX 1.x, all distributors, modifiers, etc. are 3dsMax ReferenceTargets and can be copied to create copies or instances. Therefore, we made it possible to copy these objects as instances between different GrowFX objects. In GrowFX 2.x, all nodes are built-in objects and can't be instanced in another GrowFX object. We tried creating a RefParameter node to link different GrowFX objects, but we haven't been able to implement it correctly yet. We'll continue to work on this. Thanks!
  17. Sorry for the late response! This option is not available yet, but we'll try to add it in the future. Thanks!
  18. Hi Everyone, I want to announce the release of the new versions 2.1.2 and 1.9.9 SP12. What's New in GrowFX 2.1.2: + Added a new DrawSurf node. With it, the user can draw trunks, branches or leaves directly in the viewport starting from the surface of a specified scene object. If you enable the Attract to surface mode, you can draw creeping plants. As with the DrawPath node, the lines drawn can be edited. + The DrawPath node has the ability to attract branches to the surface of a specified scene object. Also, some features for editing branches have been added, such as moving points with a specified falloff radius, and rotating the starting vector by grabbing any point. + Multithreading support for After Mesh Modifiers. We have accelerated the calculation of wind animation by 2 times. + Added the Node manager, where the user can quickly enable or disable nodes. + Fixed some bug in the Instanced Geometry. + Minor bugs are fixed. You can download this model here: Max file (3dsMax 2024): Ivi_Rotunda.max GrowFX file (*.gfx): Ivi_Rotunda.gfxIvi_Rotunda.mat What's new in GrowFX 1.9.9 SP12: + Fixed some bug in the Instanced Geometry. + Minor bugs are fixed. These versions are available for download in the User panel. If you're using version 2.1.2, then you don't need to download 1.9.9 SP12, since it's already contained in 2.1.2. Please feel free to ask if you've any questions. Thanks!
  19. 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!
  20. 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!
  21. Ok, we've added the option to the Preferences dialog: Thanks!
  22. 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!
  23. Hello schellicon, We fixed the bug you found. I think tomorrow we'll update all files on the server. Thanks!
  24. 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!
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