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Everything posted by Eduard

  1. Hi Helenni, Yes, your images is very beautiful , it was created with GrowFX?
  2. Free plants library is now available. You can now use this collection of ready plants in your projects or customize them as necessary. Cheers
  3. Hi Jamie, I'm glad you like this feature We have already found and fixed some bugs, but the update is not yet uploaded because soon we plan to release it. Cheers
  4. Ну да, есть такое ) Тогда только остается подождать возможность наложения UVW по разным каналам...
  5. А я нашел решение проблемы уже сейчас Я так понял надо делать что-то вроде этого: Здесь сама модель: Betula_1.zip Настраиваем UVW ствола только для текстур, а вот для Gradient Ramp нужно включить Use Real-World Scale, и подогнать Size под высоту дерева, все... Но в любом случае сделаем поддержку каналов для UVW.
  6. Понял проблему... тут надо делать тогда возможность наложения UVW по разным каналам. Например, делаем UVW с абсолютными размерами для канала 1 (там будет лежать сама текстура коры), а для канала 2 делаем в %%, там уже будет градиент рамп. В общем, сделаем в ближайшее время )
  7. Hi Tobi, Yes, at this point is difficult to make it (see my example blood_vessels_2.max). There you need to create an independent splines, and for each spline copy and configure a specific path. To start the path correctly, for each spline need to reorient pivot. But we have plans to develop a Spline distributor, which would allow to start the path directly from the starting point of the splines. This will allow to solve your task much easier. Cheers
  8. А, ну понял... Просто по этой картинке http://clip2net.com/s/1mrAr я подумал другое. Тогда вот так, но выглядит не очень ) Вот max файл: MetaMeshVC_02.max Я подумаю позже, может что-то добавить в сам MetaMesh, возможно использовать при этом еще и VC, чтобы получились нормальные широкие плавные переходы с зоне сопряжения веток и ствола.
  9. Т.е. надо что-то вроде этого? : С VC думаю это не проблема, вот max файл: MetaMeshVC_01.max
  10. Ну вот, уже найден баг, по крайней мере один. По возможности обновим, но проблему можно обойти следующим образом: Перед тем как открыть VC для метамеш, нужно включить Manual update, потом, когда настроите параметры, отключайте... Т.е. нужно чтобы была включена любая опция VC (Coloring elements, Coloring along path или Inherit from parent).
  11. Thanks! Yes, these files will be a bit later.
  12. Hi Everyone, We have prepared a new beta version, it's available to customers only. What's New in GrowFX 1.8.0 Beta: + Added new feature Vertex Color for all mesh builders; + New parameter Random scale for Instanced geometry; + New parameter Min size faces for Global Meta Settings. Note: The value of this parameter will affect to the minimum radius of all Meta mesh builders; + Open/Save presets some bug fixed; + Improved mesh updating; + Some minor bugs are fixed. A detailed description and user manual will be available later. Here's some examples: The max file (Max 2009): Grass_04_VC.max The max file (Max 2009): ColoringAlongPath_1.max Cheers
  13. Yes, we removed examples to reduce the installation file size... Will soon be available plants library, where all of these examples are included. Cheers
  14. Sorry, I thought saved in version 1.7.0, but was saved in the new - 1.8.0 (beta) version I resaved in version 1.7.0: Controlling_paths_direction_2.max Cheers
  15. Hi, Please see my example: Also I attached the max file: Controlling_paths_direction_1.max Cheers
  16. Eduard

    Vertex Colours

    Yes you are right We hasten to release a new version to the holidays. Cheers
  17. Eduard

    Vertex Colours

    Another example: Cheers
  18. Eduard

    Vertex Colours

    Finally, we completed the most difficult thing of this subsystem. Now, inheritance and color blending works amazing Here's a example: It's all settings related to Vertex Color, there is no need to use any affects... Still need to finish "Coloring by Texture map", and an algorithm for Instanced geometry. I think this week we'll upload the new beta version. Cheers
  19. I checked, it's a problem in the Point Cache... I tried the following: convert a tree into an editable mesh, then applied the Point Cache, recorded animation, then received the same cache file (about 5GB). After that, at the end of the frame range, I also got a broken tree. Accordingly, to use the Point Cache you can just split the animation into parts.
  20. Yes, you're right. Calculation of the cache file was successful, but when we moved the time slider to the end of the frame range, the tree looked like ruins )). Maybe a problem here in the Point Cache? There is another solution... What renderer are you using? If VRay or MentalRay, you can convert the tree into an animated proxy object. Many of our customers use it. Another way to try to divide the animation into 2 parts, ie create 2 cache files, one from 0 to 100-th frame, the second from 101 to 200-th frame... Cheers
  21. Yes, your workstation is cool I think there should be no problems...
  22. I don't know But I think it's limited only by your RAM. Your original tree has 5 million vertices and 7.5 million faces. I have only 4GB RAM, so I could not wait for the caching process even 1 frame animation...
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