-
Posts
2342 -
Joined
-
Last visited
-
Days Won
123
Content Type
Profiles
Forums
Plants Library
Posts posted by Eduard
-
-
54 minutes ago, Nenad said:
Hi. I've just purchased some Cedrus models from Maxtree. We need to cut/trim the lower branches of the trees. The procedure should be straightforward, but when rebuilding the mesh, the result is the same as the original mesh, although I can clearly see that the paths were erased. Any help would be greatly apretiated.
Hello Nenad,
Is this happening in version 1.9.9 SP12?
Please send me this model, I'll check it out.Thanks!
-
8 minutes ago, Advert said:
Hi, @Eduard
I'm a student at the University of Maryland Global Campus, and I started to work with 3ds Max a few months ago. is the educational license also available for me
Hi,
Ok, I've sent you an educational license offer.
Thanks!
-
Yes of course, I just deactivated your old activations on the server side, and now you can activate again.
Thanks!
-
4 minutes ago, Olivia256 said:
Hi Guys,
I’m experiencing a major issue while trying to deactivate my license. Each time I follow the steps, the system either shows an error or gets stuck, preventing completion. I’ve tested my internet connection and tried multiple devices, but nothing works. A clearer support option or troubleshooting guide for such problems would be really helpful. It’s frustrating when a simple task becomes so complicated. Please resolve this as soon as possible. Thank you.
Hi,
Please send me your serial number in a private message. I'll deactivate your activations on the server side.
Thanks!
-
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!-
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 hours ago, Lovita said:
I’m facing a serious issue while trying to deactivate my license. Every time I follow the steps, the system either throws an error or gets stuck without completing the process. I’ve checked my internet connection and even tried multiple devices, but nothing worked. There should be a clearer support option or troubleshooting guide for users struggling with this problem. It’s frustrating when a simple task becomes so complicated. Kindly resolve this at the earliest. Thank you.
Hello,
Please send me your serial number in a private message and I'll help you solve this problem.
Thanks!
-
Great!
Thanks for letting me know!
-
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! -
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!
-
17 minutes ago, InfraredCGI said:
and install new SP12 demo, but it is not working as well.
Oh, I didn't see you tried that already.
Ok, I'll try your file.
Thanks! -
Hi,
Have you tried version 1.9.9 SP12? If not, please try it.
If this issue persists there, we'll investigate.
Thanks! -
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! -
1 hour ago, JessThorpe said:
Hi Eduard, did a converter ever get released for unreal engine?
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!
-
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!
-
1
-
-
Hi bas klompmaker,
Strange, but I did the same thing and there were no crashes.
Can you record a screen video?Thanks!
-
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!
-
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!-
1
-
Hi stig,
Looks amazing! A very realistic pine tree.
Thanks! -
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!
-
1
-
-
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!
-
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!
-
On 5/26/2025 at 8:58 PM, jialuo said:
And how to Make Leaf Length Match the Spline Length in GrowFX
Sorry for the late response!
This option is not available yet, but we'll try to add it in the future.
Thanks!
-
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!


Eraser modifier not working
in For general questions
Posted
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!