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Plants Library
Everything posted by Eduard
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Hi Mario, It's made for display optimization, it can be solved by clicking the Update button. Unfortunately a specific solution for this doesn't exist yet, perhaps there is a need to take into account when designing the tree, and try to avoid the intersection of large branches (at least). Cheers
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Yes, your animation looks great! Thanks! But I noticed a slight twitching for some branches, this can be solved by using the Wind in the After Mesh Modifiers. Also the topology of the metamesh will not change in each frame. Additionally if your tree is calculated a long time, you can clone your tree, then turn off all mesh builders, leaving only the leaves. For the original model turn off all leaves. As a result will not be evaluated metamesh in each frame See my simple example: WindAnimation&LeavesGrowth_1.max Cheers
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Ok . It looks great! I hope that for the trunks and large branches will be used the MetaMesh? Also, I recommend adding the Wind modifiers into After Mesh Modifiers instead the Direction Modifiers. This will calculate the wind animation more faster, especially with metamesh... Cheers
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Yes, now I see . To do this, you just need to add an additional path for the small branches with Path position distr. And for the current branches leave the old Path distr and set the Levels = 1. Cheers
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Ok You're using the Path distributor, instead try to use the Path position distributor, it will allow to set a specific positions of the branches... Cheers
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Hi Mario, 1) If you're using the Path position distributor for branches, then maybe you set the Position less than 100%, as result your branches not at the end. 2) I think here you're using the Noise direction modifier, and to solve this problem you need to turn on the Graph for Strength parameter. Then at the beginning of the graph is 0 and at the end, set the value you want. The Random direction modifier doesn't have this problem. If this doesn't help, please send me your model and I'll make it right... Cheers
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Hi, Yes, you're right, we just don't fully tested your scene file. Apparently for version 1.9.0 we tried to improve some part of code, but it has created this problem. Now it's fixed, and you can download an update via MyGrowFX service... Thanks!
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Hi, Now you can download an update via MyGrowFX service... Thanks!
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Hi, We're found the cause of the problem... Please, for all the direction modifiers of all paths set the Seed offset value equal to 0. It's just a new parameter in version 1.9.0, and this version has a bug: not set a default value for this parameter, as a result during initialization there appear random values... Now it's fixed for a next version, and if you want I can send an update, just let me know by email. Thanks!
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1.9.0 gives different results than previous versions
Eduard replied to zwadar's topic in For technical questions
Hi, Please send us (by email) your low and high poly model with textures, we'll check and try to fix it. Thanks! -
Hi Luke, I can advise to try using the Path reaction modifier for some paths... Cheers
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Ok, I'll be glad to see you among our customers! Thanks!
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After purchase, you can also download the special version - GrowFX rendernode, which you can install to any number of your render nodes or networked workstations. This version doesn't require activation. See here: How can I render my scenes with GrowFX objects on the renderfarm? Thanks!
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Hi, At the moment, our protection system doesn't allow to create a floating license. But you can install and activate it on 3 PC's, you can also deactivate / re-activate any number of times. After purchase please contact us by email and we'll help you to solve this problem. Thanks!
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Yes, the max 2014 have same binaries, ie we don't need to recompile the plugin. So you can use the GrowFX for max 2013 to install on your max 2014. Just max 2014 has some improvements of the display functions, and we want to use it. So it will take some time to developing. Cheers
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Emitting particles from instanced geometry in GrowFX.
Eduard replied to wserlopz's topic in For technical questions
Your scene uses some plugins that we don't have... If you can use a mesh surface as an emitter, look at the attached scene... I added a sphere as an additional path with the Standard leaves, then copied GrowFX object and disable all mesh builders. This object can be used as an emitter. Cheers SIMPLE-TREE-C_MAX2011_035_1.max -
Freeze building mesh with Octane Render
Eduard replied to Cybernoid's topic in For technical questions
Hello, Thanks for your scene! I think the GrowFX is not related to this problem. It seems that the Octane renderer can't render a lot of polygons... Cheers -
I think in the next month. We now expect to download a new version of 3ds Max for testing... In general, GrowFX for 3ds Max 2013 will be able to run on 2014. Cheers
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Hi Everyone, We've developed the Copy direction modifier! Here's how it looks... Any comments and suggestions are welcome. There used only the Leaves mesh builder: Example of using the Radial offset graph: And your example: If anyone wants to try this version, please contact us by email... Cheers!
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Emitting particles from instanced geometry in GrowFX.
Eduard replied to wserlopz's topic in For technical questions
Hi, Yes if course, it's possible with the Instanted geometry mesh builder. It uses any geometry object with its animation. Hmm, this feature is not yet available... How do you want to use it? Cheers -
Emitting particles from instanced geometry in GrowFX.
Eduard replied to wserlopz's topic in For technical questions
Hi, At the moment it's impossible. But we plan to add this feature in the future. Yes, you can bake the whole object, but it will lose the animation. Cheers -
Freeze building mesh with Octane Render
Eduard replied to Cybernoid's topic in For technical questions
Hello, Ok, but how can we test it, if you say that with a simple example this works fine? We need a scene where this problem appears, then we'll try to fix it... Thanks! -
Using a "group" of objects as "Instance Geometry Mesh".
Eduard replied to wserlopz's topic in For technical questions
Hi, To do this, you need to collect your flower as a hierarchy objects (also you can make a group), then add into the Instanced geometry the main object of hierarchy, and turn on the Use hierarchy. The Instanced geometry will use all child objects of this hierarchy. Cheers- 3 replies
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- Instance Geometry
- Group
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Hi, It's already works, please try... If you're using the multi levels in the Path distributor, just add the Deviation Modifier to this path, and it will work as you want. Cheers
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Yes, we'll try to implement it quickly... Cheers
