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Eduard

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Everything posted by Eduard

  1. Now we're changing the algorithms of distribution and modification, as well as internal data structure. It's a little simplifies the source code, and hope the calculation will be more faster. Also I hope we'll be able in the future to develop something like this Thanks for your suggestion!
  2. Hello, Yes, at the moment GrowFX can paint the instanced geometry using only one color, and so the function "Coloring along path" is disabled. But since we can deform the objects along the path, then I think we'll be able to implement the ability to apply a gradient to these objects. We'll try to implement it in near future... Thanks!
  3. Hi Peter, Maybe you just need to turn off the Absolute Length in the UVW Mapping rollout for the leaves? As a result, the length of the texture will always be equal to the length of the leaves... Or if you want, today we can add an additional parameters of the Leaves UVW Mapping to the Affects system... Just let me know. Thanks!
  4. Oh, here is all visible Great work! Thanks!
  5. Hi, Yes, great idea, thanks! We'll try to implement it quickly... Cheers!
  6. Hi Paul, Honestly, I don't know how to do it... I think it would be better if we'll develop a bone generator based on the paths in GrowFX. Cheers
  7. Hi, If you want to create a wind animation, then you'll be able to apply the Point Cache modifier... But if you want to create a growth animation, you'll not be able to export the model with Point Cache, because the topology of the object will change and the Point Cache just throw an error. Thanks!
  8. Thanks for your order! Yes, it's strange behavior, I hear about it for the first time... Can you make some screenshots of your work so that we could understand your actions? 1) When creating GrowFX icon; 2) When adding the paths, etc. How opening other plants models (from our Plants library), everything is fine? Thanks!
  9. Thanks for your purchase! Maybe you try the Forest Pack Pro? There was recently a discussion about this: http://exlevel.com/forum/index.php?/topic/276-scattering-plugins Thanks!
  10. Hi, It's a bug in the Deviation direction modifier, because it prepares a starting points in advance and on a different principle than the usual distributor... Try to disable the Deviation_dir_01 for the branch1. Nevertheless, we'll try to fix it in the final version... Thanks!
  11. Hi, I've never used the Unity3D, but here's what I can say about this: I think that's not a problem to export the wind animation into another application, because it doesn't change the number of vertices. But you want to export the growth animation! There will be a change the topology in each frame. Which one of the file formats used in Unity3D, supports changing the topology of the geometry? If it exists, we'll think how to export geometry into this format... Try to export this example of the growth animation: GrowthOfBox_1.max Thanks!
  12. Yes, it's strange. I really have not tried the Octane render, so I thought that it supports. Cheers
  13. Hi Nildo, Thanks! Yes, the new texmap works independently. It's like any texmap of 3dsMax, such as Checker, Dent, Noise, etc. Cheers
  14. No problem, this offer is not time limited, and available to all our customers... Cheers!
  15. What exactly is not clear in the UVW settings? When you create a tree, it has already UVW by default. But if you want to change anything, just open the UVW settings by clicking the UVW Mapping button (at the bottom of the mesh builder), and set up as you like... Cheers
  16. You, as our customer, can find a coupon code for Forest Pack Pro on the MyGrowFX page . Cheers
  17. Yes of course, just apply the Wind modifier to the After Mesh Modifiers, it will not change the topology of the tree, and the animation will be calculated faster. Cheers!
  18. We've fixed this trouble, now you can download all examples... Thanks!
  19. Hi Everyone, We have prepared a new beta version, it's available for customers only. What's New in GrowFX 1.9.3 Beta: + Added full compatibility with 3ds Max 2014 and 3ds Max Design 2014 (64-bit); + Added the Displacement map for the Meta mesh builder; + Added the Decay parameters for the Wind object; + Added a new direction modifier Copy direction; + Added a new parameters Count Rate % and Seed offset for all Distributors; + Added the Local vector for Vector Orientation modifier; + Separate conversion the GrowFX object to the mesh and to the spline; + Added ability to convert separately paths to the splines; + Added a MaxScript-access for opening/saving presets; + Some minor bugs are fixed. Also we've released a new free plugin: GrowFX MultiMap for 3ds Max 9/2008/2009/2010/2011/2012/2013/2014. Displacement map for the Meta mesh builder: Oak_DisplaceMap_1.max Decay parameters for the Wind object: Copy direction modifier: Some examples: CopyDir_Example_1.max There used only the Leaves mesh builder: CopyDir_Example_2.max Example of using the Radial offset graph: CopyDir_Example_3.max An example of branches offset on Z-axis: CopyDir_Example_4.max Count Rate % and Seed offset for all Distributors: Local vector for Vector Orientation modifier: Separate conversion the GrowFX object: Convert paths to the splines: Plugin-texture GrowFX MultiMap: You can download it from the following links: GrowFXMultiMap_1_0_0_3dsMax_9_Setup.exe GrowFXMultiMap_1_0_0_3dsMax_2009_Setup.exe GrowFXMultiMap_1_0_0_3dsMax_2010_Setup.exe GrowFXMultiMap_1_0_0_3dsMax_2011_Setup.exe GrowFXMultiMap_1_0_0_3dsMax_2012_Setup.exe GrowFXMultiMap_1_0_0_3dsMax_2013_Setup.exe GrowFXMultiMap_1_0_0_3dsMax_2014_Setup.exe How it works: Some example: GrowFXMultiMap_Example_1.max.zip Also we've added 2 MaxScript functions: SavePreset <pathfile_name_string> LoadPreset <pathfile_name_string> For example: gfx = growfx name:"Tree_01" gfx.LoadPreset "d:\mytree.gfx" Cheers!
  20. Yes, it will be possible when we'll release the GrowFX node based version. There you'll be able to bind one graph with multiple parameters... Cheers
  21. I sent you an adjusted model... Thanks!
  22. You can use the address for example: support@exlevel.com Ok, please send me your model, and I'll try to adjust different ways... Thanks!
  23. Please send me your model (you can by email). I'll try to adjust it. Thanks!
  24. Yes, we'll add the plants into our Plants library, but it will be gradual. Now we already have a few plants, but we need to prepare them for uploading... Cheers
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