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Eduard

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Everything posted by Eduard

  1. Hmm, strange, but I didn't see a problem here... Please let me know which branch changes its path? Thanks!
  2. Hello Henning, Ok, we'll add this feature soon. Best regards, Eduard
  3. Hi Martin, Yes of course, in the future we plan to develop an algorithm for computing collision paths. At the moment there is for this the Path reaction modifier, but I don't like how it works. I think this year we'll develop something Cheers
  4. Да, не критично, гораздо меньше чем хранить меш-сетку. Ну все ясно, постараемся сделать такую возможность...
  5. Кеш будет расти вместе с ростом самого дерева... Т.е. если какая либо ветка еще не рассчитана, то система ее рассчитает, и информацию запишет в кеш, а потом просто будет оттуда ее брать. Ну все понятно, надо будет сделать такую возможность... Вопрос в другом, информация о направлениях путей будет храниться только в оперативной памяти, или ее надо еще и в max/gfx файл записывать? Если в оперативной памяти, то при открытии сцены, нужно будет просчитывать все модификаторы заново...
  6. Хорошо, надо подумать... Просто, если делать такую заморозку, то как быть, если количество скажем веток будет переменное? При анимации роста это вполне возможно. Я так понимаю, тут нужно делать некоторый кеш, который будет хранить всю информацию о возможных направлениях путей. Да, надо сделать высоту, подстраиваемую под кол-во модификаторов...
  7. Привет! Да, скорей всего... на выходных гляну, и постараемся исправить. А вообще, Path Reaction мне не нравится как работает, в итоге я им не пользуюсь. Была идея сделать другой модификатор, для вычисления коллизий путей, но алгоритм пока так и не придуман.
  8. We have launched this page , see the corresponding news: http://exlevel.com/forum/index.php?/topic/123-the-user-plants-library-has-launched/ Cheers
  9. Hi Everyone, We have launched the User Plants Library page. Now you can add there your own plants models... Please feel free to ask if you have any questions. Thanks, Eduard.
  10. Hello Henning, Please send me your max-file, I'll look at your settings and try to solve your problem... Thanks!
  11. Your file that you have attached here is corrupt, that is it doesn't need to open. Just please repeat your first steps that I described above... Thanks!
  12. Thanks for the info, but it didn't help us We can try the following... I'll send you a special update, and you repeat the same operations: in a new scene open our tree (Betula_1.gfx), then save it as a max file and open it again. If you notice any messages, let me know... An update I'll send you by email... Thanks!
  13. Hi Nakama, The problem is that you have other system and display units as compared with ours. Please let me know your system and display units settings, to I could fully reproduce the error. Thanks!
  14. Hi Nakama, Many thanks for your file! We've found a bug, now we'll fix it, and upload the update. I'll inform when it is ready... Thanks again, Eduard
  15. Hi Nick, Unfortunately, at the moment not yet possible to keep MetaMesh for all frames. But soon, we plan to add the ability to apply direction modifiers (such as Wind animation) after building mesh... Cheers
  16. Thanks for the info! We'll try to test this. Because we have only 8 cores (4+hyperthreading), we'll try to run a 24 threads to build a GrowFX model. Maybe there is a bug related with multithreading, and it occurs only with a large number of cores, don't know yet. I'll let you know the test results... Cheers
  17. Hi Nakama, I tested as you described in Max 2012 (64bit), but I didn't get any crashes, everything works fine. We'll be testing more this, maybe will find some bug... Cheers
  18. Hi Nir, You have incorrectly configured your material. At the top level you have a Multi/Sub-Object material, which has only 2 submaterials (accordingly MatID = 1 and 2). As a result, your leaves with ID = 3, assigns the material with ID = 1. I added submaterials for Multi/Sub-Object, so it was 1,2,3,4, then clone your Leaf1 material to 3 and 4 slots. See my screenshot: Also I attached the modified scene file... Cheers Small_Bush_GrowFX_2__1.max
  19. Hi Nir, I checked with the texture VrayMultiSubTex, and it works fine. To solve your problem, I need to look at your model...
  20. Hi Nakama, What files of our library, you open with crash of 3ds Max? Thanks!
  21. Your leaves are on the verge of rotation, since you are using "Orientation for leaves". So the slightest movement of the branches leads to flip of the leaves... For the branches B_1 -> VecOrient_dir_03 I set "Y orientation", accordingly for B_2 -> PathDistr_01 -> Distributor in points -> Angle axis = 90, and added VecOrient_dir the same as for B_1. This lined the leaves on the tips B_1 and B_2. I've also improved your tree, and set up an animation by using Wind animation modifier, instead Vector_dir. I sent you the modified tree... Cheers
  22. Hi, To solve your problem, please send me your scene file with your model to support@exlevel.com
  23. Hi Martin, You used the Noise direction, and if this path used as a branch, you'll need to set the Strength parameter graphically, see my screenshot below. It must also be configured for other branches, I sent you the modified scene file. Cheers
  24. Hi Martin, Please send me your scene file with this model... Thanks in advance! Eduard
  25. Hi Helenni, Yes, it's Russian and is my native... If you want, I can rewrite in English Cheers
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