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Eduard

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Everything posted by Eduard

  1. Hi Pavel, At the moment we are planning to port the plugin for other applications (Maya, etc). Nonetheless, in the future we'll try to develop some features for game developers... Try to use the example of oak tree, this mesh model contains around 200000 polygons. You can try to optimize it. But I think that to creation the tree with 10000 polygons, you need to create branches as a billboards with the textures of groups branches and leaves. Yes of course, you can use the "Instanced geometry" mesh builder, and there you can add any own geometry. Cheers, Eduard
  2. Hello Pavel, I think if you learn how to create high poly trees, then you can also create low poly trees Try using the demo version, if you have any problems, ask me or send me your example of a tree, and I'll try to create for you what you want. Yes of course, you can use as you like with your trees. We don't have any restrictions in the license. I'll be glad to see you among our customers! Cheers, Eduard
  3. Вчера только вернулся из Москвы, был на тренинге по Maya API. Первым делом, все-таки хотим сделать плагин для Maya, и уже тут сформируется общая концепция портирования. Честно сказать сложно, сколько нужно времени, но надеюсь полгода или год на все про-все нужно...
  4. Maybe, but we need to think how best to implement it. This option should be among the parameters of the distributors. Cheers
  5. For such leaves, you need to use Instanced geometry, and for the source object you can move the pivot as you like. Cheers
  6. Hi, I think it's a mental ray issue. Try to convert your model to Editable mesh, and look at your render result, it changed or not? Cheers
  7. Eduard

    Vertex Colours

    Hi Jamie, Thanks, but we have not yet started implementing it. I think very soon start, I already set the priority of this task as the most important Cheers
  8. Hi Jamie, Please, send me your max-file with a simple model at support@exlevel.com, I'll check it and maybe fix the bug. Cheers
  9. If you are our customer, please contact us at support@exlevel.com, and we'll make for you this tree... Cheers
  10. I sent you the update, please test and let me know the result... Thanks!
  11. Hi Levi, Discount for existing owners, we plan to set at 40% or more. But if we release version 2.0.0 in during the six months, the upgrade will be free for you. Cheers
  12. Hi Levi, You can deactivate via http://deactivate.exlevel.com/ and activate again any number of times. Don't worry, in extreme cases we can just add for you an additional activation Cheers
  13. Hi Levi, Thanks for your interest! After purchase, you get access to the private area of ​​this website, where you can always download any updates or beta versions. You just have to keep your serial number (as a password to access). In any case, we remember all customers, and are ready to help you in any situation Cheers
  14. Hi Tobi, Here I attached some examples of the baobab tree (3dsMax 2009 + GrowFX 1.7.0). Of course, maybe it's not exactly like in your photo, but it you can modify Cheers Baobab_1.max Baobab_2.max
  15. Hi Paul, Thanks for your indication, we'll study this issue and try to improve the copy/paste and scaling features... Cheers
  16. Nevertheless, I attached the modified file with my texture... Here I don't turned off the options in the Global Meta Settings. Note: After opening turn off the Manual update... Cheers gum-tree-light_3.zip
  17. Thanks! Please set for all MetaMeshes UVW weight equal to 100, and in Global Meta Settings turn off the Rebuild extralarge faces and Rebuild extrasmall faces. Then, because I don't have your texture, set size of the map in the UVW Mapping parameters. Cheers
  18. I fixed your model What I changed: 1) I turned the pivot with its Z-axis was directed along the leaf. 2) I applied the Reset XForm to leaf, to reset any pivot modifications. 3) I changed the path length of leaf, so it was not equal to 0. 4) I added the modifier "Vector Orient direction" on the path of leaf to turn all faces up. 5) Also, some minor changes: the "Deform along path" turn on for Instanced geometry and added "Vector direction modifier". Please see attached file... Cheers WIERD LEAVES_1.max
  19. Hi Michiel, We want to create the possible to apply directions modifiers after building the mesh. This will allow modify vertices only, and not calculate the paths and meshes each time. I think this will work very fast. This will also keep the topology of meta mesh. Cheers
  20. Please send me your model, I'll look how to solve this problem. I'm sure it can be solved.
  21. Please try again. I downloaded successfully just now.
  22. Hello, Ok, now I understand your idea. Yes, to do this we must add a new Affect parameter: "Vertex color" for the Surface distributor. But you can solve this problem without using the vertex color map. Use any other procedural texture or animated bitmaps, and then you will be able to influence to the parameter "Instanced geometry -> Current time". Please see my example... At first I influenced to the path length, then from the length I influenced to the Current time. Cheers growingGrass_Example_1.max
  23. Hello, How do you created an animation of your vertex color map? I just cannot recreate your case. Or you use any new Max feature, or another plugin? Also if possible send me please your scene file. Cheers
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