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Plants Library
Everything posted by Eduard
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Hi Moh'd, Here I present one ways how you can use the vertex color to generate leaves with color variation. For example, we'll use our Oak 2: For branches B_2 we turn on the VC, and adjust the Coloring Elements as follows: For branches B_3 we turn on the VC, and turn on the Inherit from parent: For Leaves, we also turn on the VC, and turn on the Coloring Elements, it will generate a random color. Then we add the Inherit from parent to 60%, to inherit the colors from the branches B_2: The texture can be created like this: If you want to mix more than 2 textures, you can use our plugin-texture GrowFX MultiMap... Result: Download this example: Oak_2.max Cheers
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Hmm, strange. Maybe you're right... Ok, we'll check it. Thanks!
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Yes, the link to download the full version delivered together with a serial number. Cheers
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Hi Marc, Thanks for your order! On this question I answered you by email... Cheers
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Как сделать...
Eduard replied to maxpayne's topic in [Russian forum] / Для русскоязычных пользователей
Попробуйте спросить на английском на нашем форуме, кажется кто-то из клиентов раньше писал об этом, но не помню кто именно... А вообще, зачем это нужно? Просто для метамеш не реально реализовать генерацию таких полигонов. -
Здравствуйте! Видимо в gfx-файле ошибка, и растение загрузилось не полностью. Пожалуйста, пришлите max-файл Вашей модели... С уважением, Эдуард
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Да, это сложный вопрос... Мы пока еще не реализовали функции для предотвращения пересечений, в будущем обязательно попробуем. Но а сейчас, наверное, просто стараться более ровнее выводить ветки с листьями, чтобы они не пересекались, т.е. аккуратнее пользоваться Random direction.
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Здравствуйте, Slava! Все правильно, граф ширины листа не может выйти за пределы его длины (100%). Для придания нужной формы попробуйте увеличить параметр Angle along, думаю это решит проблему... Возможно придется воспользоваться графиком для Angle along. Если что, присылайте мне Вашу модель, поможем настроить... С уважением, Эдуард
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Demo for 3dsMax 2014 & 3ds Design 2014?
Eduard replied to EMP3d's topic in GrowFX Pre-sales Questions
Hi Tim, Yes, we're planning to soon release a new demo version for 3dsMax 2014 too. However, you can contact us at support@exlevel.com and I'll send you an update (1.9.3 Beta) for 3dsMax 2014. Yes of course, the plugin for the 3dsMax 2013 also compatible for 3dsMax 2014... I'll be glad to see you among our customers! Best regards, Eduard -
Converting growfx tree to mesh crashes max.
Eduard replied to ryo's topic in For technical questions
Very beautiful tree! Yes of course, you can try to convert into vrayproxy directly. To do this, don't forget turn on the Convert to mesh checkbox... Of course, 34M poly and 28M verts it's very much. Try to separate your model on the 2 vrayproxy objects. To do this, turn off the mesh builder for the leaves and convert to vrayproxy. Then, turn off all mesh builders for trunks and branches, and turn on for the leaves, and also convert to vrayproxy. You will get 2 vrayproxy objects - trunks&branches and leaves... Cheers -
Как сделать...
Eduard replied to maxpayne's topic in [Russian forum] / Для русскоязычных пользователей
Все очень просто... Создаете влияние Affect от параметра Parameter: Path position распределителя Path distributor, на параметр Angle bend того же распределителя который находится в группе Distributor in point. После создания включаете график для параметра Factor, и все, по умолчанию график будет снисходящий, в результате чего угол наклона веток (Angle bend) будет снижаться до нуля к верхушке дерева. -
Пожелания для новых версий - wishlist
Eduard replied to Ithil's topic in [Russian forum] / Для русскоязычных пользователей
Здравствуйте, это уже обсуждалось тут: http://exlevel.com/forum/index.php?/topic/251-branch-offset-on-z-axis/ И там для этого мы реализовали Copy direction модификатор, и думаю, это дает возможность настраивать гораздо гибче... -
Then please try the Begonia_GrowthAnim_1.max and Petunia_GrowthAnim_1.max... Although, perhaps you need to install the new demo version (1.9.3 Beta), please contact us at support@exlevel.com, and I'll send you an update... Thanks!
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Don't quite understand you, what kind of effect you want to get? Maybe blooming flowers? Thanks!
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Hi anzyu, Petals can be created as well as any leaves. Just use for this the Leaves mesh builder. Here's a look at our examples of the flowers growth animation: Begonia_GrowthAnim_1.max Petunia_GrowthAnim_1.max Cheers!
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Importing GrowFX models + growth animations into Unity 3D?
Eduard replied to deedub's topic in For general questions
I just gave an example (the Box animation), and in this example you could try to export, if this is not possible, then you'll not be able to export a growth animations of the tree. BTW, I couldn't to export this example (or another growth animation) into FBX format... Maybe there are other ways to transfer the animation with variable topology? Cheers! -
instanced geometry"current time" are not use
Eduard replied to yaoxuping's topic in For general questions
Hi yaoxuping, With GrowFX you can create any growth animation... We have a video tutorial Creating growth animation of some tree, but it's to create a very simple animation. I think it will be better for you to see some of our examples with the growth animation: Begonia_GrowthAnim_1.max Corn_GrowthAnim_01.max Petunia_GrowthAnim_01.max Carrot_GrowthAnim_1.max Cheers! -
instanced geometry"current time" are not use
Eduard replied to yaoxuping's topic in For general questions
Hi yaoxuping, You used the animation of the scale transformation. This will not work in the Instanced geometry, for this you can use the Scale% in the Instanced geometry settings... To use the Current time you need to create an internal animation of the object (for example, the vertices animation or morphing, etc.). Look at my example, I created an animation of the sphere radius, eventually works correctly. Cheers! gro_1.max -
We're always happy to welcome you!!! Thanks!
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Yes of course, you can always download any version from our customer service. I'll be glad to see you among our customers! Thanks!
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No, you first generate the Point Cache animation files, then you can convert your tree to the Editable mesh!
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Hi anzyu, To do this, first turn on the Convert to mesh option in the Preference parameters rollout! Then apply the Point Cache modifier, click the New button and save (.pc2) file. Then click the Record button, it will record the entire animation to a file. After saving the file, remove the Point Cache modifier, convert your tree to the Editable mesh (of course, save a copy of your tree to not lose), and apply the Point Cache modifier again. Click the Load button and choose your saved file. To work correctly the Point Cache, apply all Wind modifiers (or other generating animation) only into the After Mesh Modifiers! Cheers!
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instanced geometry"current time" are not use
Eduard replied to yaoxuping's topic in For general questions
Please send us your scene file, we'll check it... Thanks! -
Yes, we made it on purpose, because many of the plants can't be updated quickly. But during rendering it should update properly... Cheers
