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Everything posted by Eduard
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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!
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Проблема с материалами.
Eduard replied to Илья Ч.'s topic in [Russian forum] / Для русскоязычных пользователей
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! -
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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!
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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!
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Hi Archi, Thanks for the kind words! Ok, we'll add this feature in the release. Thanks!
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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!
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Thank you very much! Yes, the new feature is interesting. We've many ideas to improve its capabilities.
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Unable to activate 1.99, version 2.0 can be activated normally.
Eduard replied to 1622207717's topic in For general questions
Ok, I just deactivated your old activations on the server side, and now you can activate again. Thanks! -
Unable to activate 1.99, version 2.0 can be activated normally.
Eduard replied to 1622207717's topic in For general questions
Hello, Please send my your Serial number in the private message or on support@exlevel.com Thanks! -
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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Hello, But I didn't see any activations in your account. Try to activate again. Or please send me your Serial number in a private message. Thanks!
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Hi Bartek, No, we continue developing GrowFX, don't worry. We are just trying to completely rewrite the mesh building code now, as there were some user requests to add some features, but the current code did not allow us to add these features. Before that, we were developing another big feature that was left unfinished. So this year, I hope there will be something new. Thanks!
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Hello Corey, Try using the Create Hierarchy of Meshes feature. This button is located in the Preference parameters rollout. Thanks!
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Pivot Painter (UE) and GrowFX pivots conversion
Eduard replied to Archi's topic in For GrowFX 2.0 questions
Hi Archi! I tried to write a script for post-processing, but when applying it to parent objects, the children change their position, and the tree can simply fall apart But I understood that you want the X-vector of the pivot to look at the average point of all the vertices, right? This point can be calculated and just rotate the pivot in its direction. Thanks! -
Hi, I think I have already answered your question by email. Thanks!
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Crash when Creating a hierarchy of mesh objects.
Eduard replied to bas klompmaker's topic in For GrowFX 2.0 questions
Hi Archi, Ok, I'll try to check it myself. I'll let you know the results. Thanks! -
Hello Papa, Yes, it's a one time payment and you'll also get one year of updates. After that, you can renew your subscription if you want to get new updates again, it costs $95 per year. The plugin will work for lifetime without any restrictions. Thanks!
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Crash when Creating a hierarchy of mesh objects.
Eduard replied to bas klompmaker's topic in For GrowFX 2.0 questions
Hi Archi, The user never sent me his model, so I couldn't check it. Thanks! -
FFD modifier on top of a wind animated GrowFX object
Eduard replied to theochabo's topic in For technical questions
Hi theochabo, Yes, I recorded a short video where you can see it working: Thanks! -
Hi Remy, Yes, I've already deactivated your activations. Thanks!