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Eduard

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Posts posted by Eduard

  1. 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!

  2. 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! 

  3. 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! 

  4. 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!

  5. 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!

    • Like 1
  6. 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!

  7. 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.

    image.png.5ef4768b6dd53021414a48972eff15dc.png

     

    + 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.

    image.png.a5f70903d3d5302fc71dae99b5be76c7.png

     

    + 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!

     

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