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Eduard

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Everything posted by Eduard

  1. Yes, the idea is interesting. We'll think about how to implement it... Thanks!
  2. Здравствуйте! Файл не смотрел, по картинке вроде все понятно... Для этого лучше дерево строить немного по другому, так чтобы каждый путь отвечал за определенный сегмент ветки. Тогда и листья внутри дерева будут отсутствовать. См. прилагаемый файл: FruitsTree_1.max
  3. Sorry, but your message was detected as spam... Now I'll send you an update!
  4. Hello Josh, We've updated the installation file, please download and install the demo version again: http://exlevel.com/download/ Thanks!
  5. Ok, I sent you an update... Yes, it's very strange behavior. I'll send this gif file to Autodesk support, because such graph behavior, due to internal working of 3dsMax. Thanks!
  6. It's very strange, but I not found any problems with your file. I have added a lot of points, and also changed thier positions, and no crashes happened... Now for a future version, we have changed the Path distributor algorithm and removed SubDivs parameter in the Preference parameters rollout. If you want to test it with the new version, please contact me by email and I'll send you an update... Thanks!
  7. Please send us your model, as well as give us more information that leads to a crash? We'll investigate and fix it. Thanks!
  8. Баг исправлен, спасибо! Странно, в предыдущих версиях макса этого не требовалось, видимо разработчики серьезно взялись за вьюпорт, и все дыры закрыли...
  9. Ok, we've added the following functions: getNumPaths() Returns the number of paths. getNumDistributors <path_index_integer> Returns the number of distributors for the specified path, index are 1-based. getNumModifiers <path_index_integer> Returns the number of modifiers for the specified path, index are 1-based. getNumMeshBuilders <path_index_integer> Returns the number of mesh builders for the specified path, index are 1-based. getNumAfterMeshModifiers <path_index_integer> Returns the number of after mesh modifiers for the specified path, index are 1-based. Now you can try this code: gfx = $ for i = 1 to gfx.getNumPaths() do ( path = gfx.getPath i; format "%\n" (classOf(path)); format " Distributors:\n" for j = 1 to (gfx.getNumDistributors i) do ( distr = gfx.getDistributor i j; format " %\n" (classOf(distr)) ) format " Modifiers:\n" for j = 1 to (gfx.getNumModifiers i) do ( dir = gfx.getModifier i j; format " %\n" (classOf(dir)) ) format " MeshBuilders:\n" for j = 1 to (gfx.getNumMeshBuilders i) do ( mb = gfx.getMeshBuilder i j; format " %\n" (classOf(mb)) ) format " AfterMeshModifiers:\n" for j = 1 to (gfx.getNumAfterMeshModifiers i) do ( amm = gfx.getAfterMeshModifier i j; format " %\n" (classOf(amm)) ) ) Please contact me by email, and I'll send you an update... Thanks!
  10. Yes you are right! We'll add these functions... Regarding the arrays, yes we wanted to implement this, but I don't understand how to do it in the Max SDK, because I've not found an example... Thanks!
  11. Hi Steven, Yesterday, we added the following functions: getPath <path_index_integer> Returns the indexed path, index are 1-based. getDistributor <path_index_integer> <distributor_index_integer> Returns the indexed distributor for the specified path, indexes are 1-based. getModifier <path_index_integer> <modifier_index_integer> Returns the indexed modifier for the specified path, indexes are 1-based. getMeshBuilder <path_index_integer> <mesh_index_integer> Returns the indexed mesh builder for the specified path, indexes are 1-based. getAfterMeshModifier <path_index_integer> <aftermeshmodifier_index_integer> Returns the indexed after mesh modifier for the specified path, indexes are 1-based. I hope this is the best way to get a components list... What do you think about this? Thanks!
  12. You can check the component type as follows: if classOf(gfx.trunk.Meta_mesh_01) == GrowFX_sMESH_Meta do ( ... Here's a list of types for the Mesh builders: GrowFX_sMESH_Cyl GrowFX_sMESH_Meta GrowFX_sMESH_Leafs GrowFX_sMESH_IG GrowFX_sMESH_STDLeafs Cheers!
  13. Hi Steven, Yes, some MaxScript functions are not yet available in GrowFX, because few people use it. However, we can add the necessary functions and properties... If you have any more wishes regarding the MaxScript functionality, please let us know, we'll add it. Thanks!
  14. Eduard

    Offset Z

    Hi Shawn, Ok, we'll think how to implement it... Thanks!
  15. You can create an Affect from the Trunk->Parameter: Length to the Trunk->Vector_dir_01->Strength. See my example: Sunflowers_2.max I also created growth animation for the trunk length from 100 to 600mm. And the flowers turn to the sun within trunk length from 400 to 600mm, see the Source parameter range values in the Affects rollout. That is, when the trunk length is less than 400mm, the flowers will be directed to random directions. Cheers!
  16. Eduard

    Summer Tree

    Very nice image Thanks!
  17. Hi Midge, It is not always possible. To create a flat end, requires a certain distance from the trunk or parent branch. Otherwise, there may be some artifacts in this area... Cheers
  18. I'm not sure, but try using the RealFlow plugin for 3ds Max: http://support.nextlimit.com/display/rf2013docs/FAQ+-+Connectivity+Plugins Cheers
  19. Hi, I wonder why vector direction does not work? Maybe you did something wrong. If possible, please send me your model, I'll try to fix it... In this example you can see how it can be solved: Max file: Sunflowers_1.max (GrowFX ver: 1.9.7) Cheers!
  20. Please see the help in the Preference parameters: Also see the Density parameter in the Path distributor: That is, avoid using the graph for the Density, because for large values of Subdivs, calculation will be slow. It's desirable to use the graph only for the main branches... Cheers
  21. Please set the parameter SubDivs=100000! Your model is still has SubDivs=100. Cheers
  22. Please take a look at my adjusted tree: 01_2.max Also note that all Wind modifiers I applied into Direction Modifiers, because if we use them in After Mesh Modifiers, then during the plant growth will be shake of branches. Cheers
  23. Hmm, this is very strange... Try the new version GrowFX 1.9.7, maybe it will solve the problem. Yes, you can also render without conversion to Proxy, for installation on a render farm use the GrowFX Rendernode version...
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