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Eduard

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Everything posted by Eduard

  1. 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
  2. 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!
  3. Hi Alex, To better understand, please send me a simple example which illustrates this problem, and show that you suggest... Thanks!
  4. Hi Jamie, Yes, we're going to add this feature, as well as for the Point distributor... Thanks!
  5. 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!
  6. 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
  7. We've found and fixed the bug... Now you can download an update! Thanks!
  8. We'll check and try to fix it... Thanks a lot!
  9. 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.
  10. 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!
  11. 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!
  12. Yes of course, we'll soon release GrowFX 2.0, which will have the node-based interface... Cheers
  13. Yes, we already know it And it was renamed as the "Align Children". Thanks!
  14. 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!
  15. 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...
  16. What exporter you're using? We would like to test this? Thanks!
  17. Later I noticed that in this model the Hard bend modifier is not needed. There, can be used the Vector direction modifier and slightly adjust the distributor settings. Why? I easily added the wind animation via the After Mesh Modifiers. Note that for the HBranches_2 I also add an Affect from the Parameter Level, to increase the wind influence on a thinner twigs. See me example: HorizontalBranches_1_Wind.max Yes, the Random direction modifier should be used carefully, and better use the noise modifier... Cheers
  18. Of course, earlier we wanted to add some feature for solving such a problem, but so far no idea how to implement it... Thanks!
  19. I think that you want to get something like this: You can see how I solved this problem: HorizontalBranches_1.max Cheers
  20. We'll launch it only in November... But I sent you a private message Thanks!
  21. You mean when we launch a special offers or discounts on GrowFX? Or something else? Thanks!
  22. Hi Jason, I checked, the Vertex color is not lost when converting to an Editable mesh. What GrowFX version you're using? Thanks!
  23. It's long been available only for customers, see a news here: GrowFX 1.9.3 Beta version is now available Soon we're going to release it with the demo version. But if you now want to get a new demo version, please contact us at support@exlevel.com, and I'll send you... Thanks!
  24. In the GrowFX it's there, but it works by another way. Note the Orientation for leaves (available in Vector direction and Wind animation modifiers) is used mainly for the leaves. When on, the leaves will rotate along its axis to the plane where it can bend. Of course, there maybe need more options, because sometimes leaves a very sharp rotated, and it's not natural... We'll think about how to implement your request. Thanks!
  25. You can don't use the Bend by Angle, just use only Apply Vector group. The Bend by Angle only for generate broken leaves, and for this you need to turn on the Separate SmGroups. Try it and let me know your results... Thanks!
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