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Eduard

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Everything posted by Eduard

  1. 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!
  2. Thanks for your bug-report. Yes, this issue has already been fixed, but the fix is included in the latest GrowFX 2.2.0 build. Version 2.1.2 is no longer being updated, so this fix cannot be applied to 2.1.2. You can download and install the latest GrowFX 2.2.0 build from your account. Thanks again!
  3. Добрый день, Азат! Про изменение цветов понял, исправляем. Я не понял про "скрыть вектор", что это за галочка такая? Но кажется догадываюсь, если ноду выключать галочкой "On" на боковой панели, то да, я заметил, что объект не обновляется. При включении нормально, все обновляется. Но ноду можно также выключать кликнув по иконке самой ноды, и вот тут все работает. Это тоже исправили, можете скачать обновление. Спасибо за указанные баги!
  4. Hi wallworm, We found that this issue was related to worker thread creation during the loading of the .dlo file. This has now been fixed. GrowFX no longer creates these threads during plugin loading. They are created later, only when a GrowFX object is created. We have updated all installer files, so please download and install the latest build again from your account of the User panel. Thanks!
  5. Hello Fabio, Thank you for the update. I'm glad everything is working correctly now and that both Pivot Painter 2 textures are generated as expected. Thanks again for testing this and for sharing the result. This may be helpful for other users as well. Best regards, Eduard
  6. Thank you for sending the files and screenshots. I tested both of your scenes on my side, and both Pivot Painter 2 textures were generated correctly for each file: MT_PM_V165_Phoenix_roebelenii_01_06_rgb_XVector_a_XExtentDividedby2048reaches2048_UV_2.TGAMT_PM_V165_Phoenix_roebelenii_01_06_rgb_PivotPos_a_ParentIndexInt_UV_2.EXRMT_PM_V125_Carpinus_betulus_01_06_rgb_XVector_a_XExtentDividedby2048reaches2048_UV_2.TGAMT_PM_V125_Carpinus_betulus_01_06_rgb_PivotPos_a_ParentIndexInt_UV_2.EXR Your export settings look correct, so this does not seem to be caused by the model or by missing export options. The TGA texture should be generated automatically together with the EXR texture. One thing I noticed in your screenshot is that the output folder is set directly to: C:\ Please try exporting to a normal writable subfolder instead, for example: C:\Temp\GrowFX_Export\ or D:\GrowFX_Export\ Writing directly to the root of the system drive is not recommended. Depending on Windows permissions, security settings, antivirus, or controlled folder access, some files may fail to be created or overwritten there. Also make sure that: - Overwrite Existing Files is enabled. - The old TGA file is not open in another application. - The output folder is not read-only. Also keep in mind: for wind animation setup in Unreal Engine, you should also group several hierarchy levels together by Path Color so that the final hierarchy has no more than about 4 main levels, for example: (trunk -> branches -> smaller branches -> leaves). Please try exporting to a separate folder and let me know if the TGA texture is still not created. Thanks!
  7. Hello, The XVector/XExtent texture should be generated automatically when Export PivotPainter2 Textures is enabled. It does not require any additional settings. It also does not require Create Hierarchy of Meshes or Weighted Pivot. These buttons generate intermediate objects that can be used with the original PivotPainter2.ms script. This is another way to obtain these textures, but it is a more time-consuming workflow. For the new Unreal Engine export workflow, you can simply click Export in the Export to Unreal Engine dialog, and GrowFX should export an FBX file and two Pivot Painter 2 textures: Position and Parent Index texture X-Vector and X-Extent texture If the second texture is not created in your case, please send me your model or a simplified test scene. I’ll check it and find out why this happens. Regarding existing tree meshes, the workflow is intended to export GrowFX vegetation without splitting the tree into thousands of separate meshes. However, for existing non-GrowFX meshes, the result may depend on how the model is structured and what hierarchy/pivot information is available. Thanks!
  8. Hi Gamundi0804, Pay attention to the UVW weight% parameter in the MetaMesh node. If this value for the trunk is higher than that for the branches, the trunk's UVW texture will overlap the branches, as in your screenshot. You can adjust this parameter to achieve the desired result. Thanks!
  9. Hi Gamundi0804, Yes, thanks for your bug report! We'll fix this in the coming days, but in the meantime, you can copy the Curve node by dragging it while holding Shift. Thanks again!
  10. GrowFX 2.2.0 is now available We are happy to announce the release of GrowFX 2.2.0. This update adds compatibility with Autodesk 3ds Max 2027 and introduces several major new features for procedural plant modeling, organic branching, reusable setups, and game-engine workflows. Main highlights in GrowFX 2.2.0: • Export to Unreal Engine using the Pivot Painter 2 workflow. • New Space Colonization node for generating crowns, fine branches, and organic branching structures. • New Space Clouds: Sphere, Box, Custom Mesh, and Path. • New Unified Skeleton node for combining several generated path structures into one continuous skeleton with shared radii, a single mesh, and continuous UV mapping. • New GrowFX Reference node for creating reusable GrowFX setups and multiple variations based on one original object. • Full compatibility with Autodesk 3ds Max 2027. • New Simple Path Position node. • Updated Curve node with inline editing, popup editing, and access to the legacy 3ds Max Curve control window. • Updated Public Parameters Manager with multiple rollouts and drag-and-drop organization. • Many internal improvements, stability fixes, and bug fixes. Export to Unreal Engine One of the most important additions in GrowFX 2.2.0 is the new export workflow for Unreal Engine. GrowFX can now export plant models together with Pivot Painter 2 data, making it possible to use GrowFX vegetation in Unreal Engine with hierarchical wind animation. This workflow exports the model as FBX and generates the required Pivot Painter 2 textures for Unreal Engine materials. In this example, the tree was created in GrowFX, exported to Unreal Engine, and animated using the Pivot Painter 2 workflow. You can also download the source file, as well as FBX and texture files: FraxinusExelsior.zip Space Colonization examples GrowFX 2.2.0 also introduces a new Space Colonization system. It can be used to generate natural-looking branching structures by filling defined spaces and following guide paths. Example 1: Max 2024 file: Tree_06.max Gfx file: Tree_06.gfxTree_06.mat In this example, Space Colonization is used to create a tree crown with fine organic branching. The branching structure is generated inside a defined space, making it easier to control the overall silhouette of the plant. Example 2: Max 2024 file: Shrubs_01.max Gfx file: Shrubs_01.gfxShrubs_01.mat This example shows how Space Clouds can be used to control the growth area. The new Sphere, Box, Custom Mesh, and Path cloud types make it possible to guide the generated branches in different ways depending on the model you want to create. GrowFX Reference node GrowFX 2.2.0 also introduces the new GrowFX Reference node. This node allows one GrowFX object to reference another GrowFX object and use selected parameters exported through Public Parameter nodes. This makes it possible to build reusable plant setups and then create multiple variations from the same original object. In this example, the tree on the left is the original base tree, while the trees on the right are several referenced variations with different tree heights. Max 2024 file: Tree_01.max GrowFX 1.9.9 SP13 We have also updated GrowFX 1.9.9 to Service Pack 13. GrowFX 1.9.9 SP13 adds compatibility with Autodesk 3ds Max 2027. It also includes compatibility improvements for the GrowFX 1.9.9 component included in GrowFX 2.2.0 and fixes a hierarchy generation bug. Download and release notes You can find the full release notes and download the latest demo version on our website: https://exlevel.com/releases/ https://exlevel.com/download/ Please feel free to ask if you've any questions. Thanks!
  11. Apologize for the delay in replying! I'm confused. Is this your tree in these pictures, and does it look incorrect? Or is this not your tree, and you want the same result? You can send me your tree, and I'll take a look and try to adjust it. Thanks!
  12. Hello, Ok, we'll add methods for managing curved graphs a little later. We're almost done with version 2.2.0, and we plan to release it, after which we'll add these methods. I can't promise to add this for version 1.9.9, as these versions are very different, and we're not adding anything new to the old version. Thanks!
  13. We'll release a new version 2.2.0 soon, and it will have support for 3dsmax 2027. Thanks!
  14. Hi j_forrester, You can try this script: fn walk obj = ( if (findItem visited obj) != 0 do return() append visited obj local deps = refs.dependsOn obj for d in deps do ( if isValidNode d and d != root do ( if (findItem result d) == 0 do append result d ) walk d ) ) fn getAllDependencyNodes root = ( visited = #() result = #() walk root result ) deps = getAllDependencyNodes $ -- Selected your GrowFX object for n in deps do format "%\n" n.name This works for any version of GrowFX, as well as other objects Thanks!
  15. Hello Georgi, Yes of course, we have an educational license. I sent you a private message. Thanks!
  16. Yes, I understand. Send me the model, you can email it to support@exlevel.com, and I'll take a look and show you where and what to change. Thanks!
  17. Hello Nenad, Is this happening in version 1.9.9 SP12? Please send me this model, I'll check it out. Thanks!
  18. Hi, Ok, I've sent you an educational license offer. Thanks!
  19. Yes of course, I just deactivated your old activations on the server side, and now you can activate again. Thanks!
  20. Hi, Please send me your serial number in a private message. I'll deactivate your activations on the server side. Thanks!
  21. Hello, Yes, based on your description, I spotted a bug in the Undo/Redo system for the Public node. We're still trying to fix this bug. But for now, you can simply avoid using Undo for this node. Thanks for your bug report!
  22. 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!
  23. Hello, Please send me your serial number in a private message and I'll help you solve this problem. Thanks!
  24. 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!
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