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Plants Library
Everything posted by Eduard
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Hello, Ok, thanks for your order! To remove the rotation of leaves, you can add the Vector Orientation modifier... See my example: treeexample_2.max Cheers
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Hello, In your case, it's better to use the Vector direction modifier. See my settings: treeexample_1.max I also added the Standard leaves mesh instead the Instanced geometry, since you're using a simple plane. Cheers
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Hi Guillermo, Please send me your model, where it occurs, we'll test and look for the cause of the problem. You can send it by email... Thanks!
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Yes you're right, the custom Color Picker doesn't work in the Gradient bar of the Vertex color. Ok, we'll try to fix it asap... Thanks!
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Hi Andrew, Sorry for the delay! I don't quite understand your idea, can you somehow show it maybe on the screenshots? Also, please show us where this can be used, what types of plants, etc... Thanks!
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Here, I think you can add the Radial direction modifier (see my example: garlic_1.max), but for this modifier need to add some options to define the limits of the radial effect, I think it will simplify adjustment (without using the graph). We'll add these options asap. Cheers!
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Rescale GrowFX object won't affect Copy direction modifier
Eduard replied to mad's topic in For technical questions
Thanks for your notice! We've fixed it, I'll let you know when we update all the installation files... -
We've tried to keep all the principles of operation, and as well as for the Affects. But if you've a problem with the old files, please send us your file, and describe what is not working... Thanks!
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Ok, now everything is clear! We'll try to develop this way... Thanks!
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Hi Alex, Ok, we'll try the first way... But I've a couple of questions: 1) Total UV space should be only for leaves, or for leaves and twigs, too? That is, need to determine the positions for all the mesh elements? 2) During growth, the leaves appear, then change their size and topology, how it should looks in the UV space? It will also appear and change? Thanks!
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Yes, now I understand your wish Thanks! Ok, we'll think how to implement it, but I can't promise success... But the second way is more easily for us, and we can implement it quickly... Cheers
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To generate random numbers, we use a standard class from 3dsMax SDK. We'll test it, I think there is an opportunity to improve randomness... Thanks!
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Hi Alex, To better understand, please send me a simple example which illustrates this problem, and show that you suggest... Thanks!
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Hi Jamie, Yes, we're going to add this feature, as well as for the Point distributor... Thanks!
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Next time, try to notice when you click the Cancel button, what happens: Creating paths, Creating mesh or Meta meshes? This will help us to find the cause of the problem... Thanks!
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"epileptic" movement due to vector direction
Eduard replied to mad's topic in For technical questions
Hi, Better to use the Vector Orientation modifier instead the VectorDir -> Orientation for leaves option... Look at the corrected model, where I turned off all Orientation for leaves, and added the Vector Orientation modifier for branches B1. Cheers! plant_1.max -
We've found and fixed the bug... Now you can download an update! Thanks!
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We'll check and try to fix it... Thanks a lot!
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Hi Everyone, GrowFX 1.9.5 has been released. What's new: (Here I present some of the innovations that have been added after the release of version 1.9.3 Beta.) Added a new Align Children modifier that enables the user to align child paths in case the parent path is too distorted. This modifier must be added BEFORE the modifiers that distorts the parent path, thus eliminating its effect on child paths; Added a possibility to track the distance between a GrowFX object and any other object, and create an Affect from this value affecting other parameters; Added Override steps options for the following mesh builders: Cylinder mesh, Meta mesh and Leaves mesh. It allows you to change the lineal length of mesh polygons without changing its shape. You can now create several models of the same plant with a different number of polygons. This and the previous feature also allow you to create models where the number of polygons is directly related to the distance from camera; Direction Modifiers and After Mesh Modifiers windows can be opened together; Introduced a completely reworked data storage method and algorithms. As the result, a lot of minor bugs have been fixed. How to use the Align Children modifier. Without Align Children modifier: Using the Align Children modifier: The Override steps options for some mesh builders: An example of a tree where the number of polygons is directly related to the distance from camera: TrackDistance_1.max Please feel free to ask if you have any questions. Thanks, Eduard.
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Export the growfx trees to Cryengine
Eduard replied to jessicalzq's topic in For technical questions
First, convert your tree into Editable mesh, then you can to export as an usual 3dsMax object. But I think the problem is that the CryENGINE not accept objects with a large number of vertices. Cheers! -
Export the growfx trees to Cryengine
Eduard replied to jessicalzq's topic in For technical questions
Hi, I understand that your tree has more than 64K vertices and CryENGINE doesn't allow to export it... Try to reduce the number of vertices in your tree to 64000... Thanks! -
Yes of course, we'll soon release GrowFX 2.0, which will have the node-based interface... Cheers
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Yes, we already know it And it was renamed as the "Align Children". Thanks!
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Thanks, but now we named it as "Align Childs" modifier. What do you think about this name? To be more clear, this modifier is applied to the parent path... Thanks!
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Hi everyone! We developed this feature, and now we need to give it a name... So, it's a new modifier that should be added BEFORE any other modifiers, such as Noise direction. As a result, the branches will be directed as if Noise modifier doesn't exist. See my example: Anyone who has any ideas for the name of this modifier? Thanks! GrowFX 1.9.5 coming soon...
