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Eduard

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Everything posted by Eduard

  1. Да, конечно, проверю этот момент. Спасибо!
  2. Hello, Thanks for the report! We'll investigate this issue and try to fix it.
  3. Hello, Thank you for the report. Yes, this picker issue with the Spline Dir node has already been found and fixed internally. However, the updated installers haven't been built for all 3ds Max versions yet. The update for 3ds Max 2023 will be available a bit later, most likely in the second half of August. Regarding the issue with picking instanced meshes from Scene Explorer, I'll check this as well. For now, if picking from the viewport works correctly, please use that as a temporary workaround. Sorry for the inconvenience, and thanks for the feedback. Draw Path is mainly intended for manually drawing branches/paths. At the moment, it doesn't have a separate step/resampling parameter for changing the path resolution after it has been drawn, so if you need a different step or smoother result, the path usually needs to be redrawn. For the shape of the liana, you can try using the ObjectReact modifier if the vine needs to follow or react to some object. If you need to add twisting to the geometry itself, then you can use the Twist modifier in the After Mesh Modifiers section, on the right side of the path node. Thanks!
  4. Hello Fei Hua, Yes, I understand what you mean, and I think this feature makes sense. At the moment, each Path usually needs its own Distributor, so if you want several different child states on the same level, you have to create several Distributors. As you mentioned, this can make it difficult to keep the same density, angle distribution, and avoid overlaps. Instead of adding a separate "Random node" (as you show on your screenshot), I think it may be better to add a new mode to the Switch node. In this mode, one Distributor could be shared between several child Paths, and the Switch node would decide which Path should be used for each distributed item. With the Switch node, you could also use a Random node to make the switching between Paths random. This would make it possible to use one Distributor density value for all these child Paths, while still allowing different states, for example branches with many leaves, fewer leaves, or no leaves. I'll add this to my TODO list and try to implement this feature in one of the upcoming updates. Thank you for the detailed explanation and examples!
  5. Ну отлично. Спасибо за указание очередного бага!!!
  6. Ясно )) Тот раз я по ошибке отправил Вам для 2025 макса. Сейчас отправил для 2026, проверяйте.
  7. Ок. мы меняем Count в ноде Distr_01 верно? Пока в отладке ничего не показало. Если раньше я сразу баг поймал, то тут уже нет ничего. На счет версии макса, даже не знаю, но код GrowFX у них одинаковый. В релизе тоже нет ничего, странно, что у Вас это проявляется. Даже не знаю как быть. А версия у Вас так отображается, 2.2.1 ? Спасибо!
  8. Так, ну мне сцена Ваша нужна. Может я тестировал не так. Пришлите мне для макса 2024. Спасибо!
  9. Отправил Вам на почту. проверяйте...
  10. Ну давайте позже потом добавлю галочку в Preference parameters, чтобы она включала этот режим. Если у кого будут тормоза, то выключат ее и все. Для какой версии макса собрать плагин?
  11. Hello Fei Hua, You can already achieve a similar result in GrowFX using the setup shown in the attached screenshot. Here, I use an additional short Path with a length of 1 cm as a helper path. The child branch is generated at the starting point of this helper path. The Attribute Position node reads the helper path's Starting vector, and in this example I use its Z coordinate. The result is then passed through the Math node and used to control the Length of the child Path. As the direction of the parent branch changes, the starting vector of the helper path changes as well. As a result, branches directed downward are gradually reduced to zero length. For the world Z axis, the Z component of a normalized direction vector is equivalent to its dot product with the vector (0, 0, 1). GrowFX doesn't currently provide a general Dot Product operation in the Math node, so this example uses the Z component directly. We'll add a Dot Product operation later, which will allow the direction to be compared with any specified vector. Thanks!
  12. Hello Fei Hua, Thanks for the detailed feedback. 1. Yes, I agree. If a parameter already has an Affect node connected to it, connecting a Value node or a Public Parameter node should not automatically disconnect the existing Affect link. This looks like a bug or at least an incorrect limitation in the link replacement logic. I'll check this. 2. About grouping two paths with the same parameter name: in this case these are still two different parameters from two different Path nodes. Even if both sockets are named Length path, they point to different internal nodes, so the group creates separate input sockets for them. If you want both Length path parameters to be controlled by one group input, you can create a Value node before creating the group and connect its output to both Length path parameters. Then, when these nodes are grouped, the group will generate only one input socket for that Value node, and it will control both parameters. 3. Yes, this is a bug. If you rename input or output sockets of a group, these custom names should be saved when exporting the group and restored when importing it again. I'll fix this. 4. Moving several links from the same socket at once is a good workflow improvement. At the moment, dragging from a connector creates a new link, so this needs a separate modifier key, for example Shift or Alt, to switch into “move all links from this socket” mode. I'll look into adding this behavior. Thanks again for the clear examples!
  13. Hello Fei Hua, Thank you for the explanation and the screenshot. Yes, I understand what you mean. In GrowFX, Global vector does not mean the 3ds Max World coordinate system directly. It is evaluated in the GrowFX growth context / GrowFX object coordinate system, so when branches are generated from different distributed positions, the result may not always match the fixed World Z direction of 3ds Max. For the case shown in your screenshot, Another global vector is currently the correct way to force all these Vector Direction / Vector Orientation modifiers to use the same fixed direction. This allows you to define one external vector direction and use it as a common reference. I agree that if many modifiers need the same world-space direction, adding Another global vector links everywhere can make the node graph more complicated. We'll consider adding a separate World vector mode in a future update, so that the modifier can use the 3ds Max world coordinate axes directly, for example World Z, without needing an additional vector object. Thanks again for the detailed feedback!
  14. Hello Fei Hua, Can you send me your .max file (3dsMax 2024 or earlier) that you couldn't save as a *.gfx file? I tested it myself and didn't find any problems. Thanks!
  15. Hello Fei Hua, Thanks for the explanation and the screenshot. Yes, I understand your idea. This is a slightly different feature from the Path position mode that we have just added. The new Path position mode solves the case where the same parent path is repeated through several levels. In Across all levels mode, the Path position value is calculated continuously across these repeated levels, so the curve does not restart from 100% to 0% on each level. Your Curve Range node idea would be a more general utility node. It would allow taking only a selected part of a curve, for example 0–50% or 50–100%, and remapping that part back to the full 0–1 range for use by another Affect node. This could be useful for manually sharing one curve between several paths or several Affect nodes. We'll look into this idea for a future update. Thanks again for the detailed suggestion!
  16. Hello Fei Hua, Thank you for the suggestion! We've added a new option for Affect nodes: Path position mode. It has two modes: - Local level — the default behavior. The Path position value is calculated separately on each parent path level, so the curve starts from 100% and goes to 0% on every repeated level. - Across all levels — the Path position value is calculated continuously across all repeated parent path levels, based on their actual lengths. This allows one curve to work over the full combined length instead of restarting on each level. This screenshot shows the default Local level mode, where branches grow from 100% to 0% on each level: The second screenshot shows the new Across all levels mode, where the same curve is applied across all levels continuously. This option will be included in the next GrowFX update. If you need this version now, please send me a private message and I can send it to you. Thanks again!
  17. Hello Fei Hua, Thanks for the suggestion. We've added a new Orientation option to the Vector Direction modifier. You can now choose Horizontal plane to make branches tend toward a horizontal orientation while keeping their own radial direction around the trunk. This should help achieve the effect shown in your examples, especially for controlling branches after the parent path direction has been changed. This option will be included in the next GrowFX update. Thanks again!
  18. Вот на счет изменения Пивота на мешинстансах. Там когда Вы переместили пивот и отпустили его, тогда меш сразу обновляется. Мы специально так сделали, чтобы не тормозило в момент непосредственного перемещения пивота, ведь мало ли какая модель может быть у пользователя, верно? На счет "сплайн дирекшн", то мы исправили этот баг. Если нужно обновление, могу прислать. Спасибо еще раз за указание этого бага!
  19. Приветствую! Да, увидел проблему, исправим все это. Спасибо!
  20. Hello Timursq, Thanks for your feedback. The Space Colonization result should be stable if the seed and all input data remain unchanged. However, this node is very sensitive to its inputs, such as parent paths, attractor points/clouds, distribution nodes, and other connected modifiers. Even small upstream changes can affect the resulting branch structure. But if almost any modification in the graph causes the result to change, I'd like to investigate it. Could you please send me a 3ds Max file with this model? Also, please let me know which parameters or nodes you're changing when this happens. This will help me check whether it's expected behavior or if there's a stability issue that needs to be fixed. Thanks!
  21. Hello, Thank you for the detailed report, and sorry for the trouble. If the crashes are random and especially happen while changing nodes, inputs, or node order, the best way for me to investigate this is to check the actual scene. Space Colonization was significantly updated in recent versions, so it is very possible that there is a specific case in your model that triggers an instability. Could you please send me the 3ds Max file that reproduces the problem via private message or email? If possible, please also include a short description of the steps that usually lead to the crash or freeze. Once I have the file, I will investigate it and try to find the cause as soon as possible. Best regards, Eduard
  22. Hello chroma, Thanks a lot for confirming that the updated version works correctly. We've now updated all GrowFX 2.2.0 builds on the server, so if anyone experiences a similar issue, please download and install the latest build again from your User panel account. Thanks again! Best regards, Eduard
  23. Hello chroma, Ok, I've sent you an update. Please try and let me know. Thanks!
  24. Hello chroma, Thanks for your bug-report again! Yes, I noticed a problem when I added the Wind modifier. If some branches are deleted with the Eraser modifier, Max crashes. I've fixed it now, but I need to verify it with your Max file. If you can, send it to me. We also fixed the 'h' issue in the Copyright Text, as far as I remember, but if it still remains, I need to check with your file. So, if possible, please send me your Max files. You can send them to support@exlevel.com. And what version of 3dsMax are you using? I'll send you an update right away. Thanks!
  25. Это Вы открыли редактор кривых, и в нем нет масштабирования поля с кривой, поскольку нет кропинга самой кривой в области просмотра. При перемещении точки за пределы области просмотра, она выходит за эти границы, и потом при завершении манипуляции, область просмотра масштабируется так, чтобы кривая снова находилась в этой области, и не выходила за границы. Если нужно увеличить область просмотра, можно просто растянуть окно больше за его края. Или не открывать этот редактор, а просто выделив ноду кривой, приблизится к ней, сделать общий масштаб более 300%, и там также появится режим редактирования этой кривой. Спасибо!
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