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wallworm last won the day on September 11 2019

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  1. Sorry it took me so long to respond. AWESOME!
  2. It would be nice if GrowFX had a library browser similar to the one that comes with Forest Pack. It would be nice also if GFX would come with a preinstalled collection of plants in a default library. Finally, it would be good if you could add paths to GFX libraries that might be shared (on the LAN, for example).
  3. Yeah, that's probably correct. I noticed it doesn't detect this class. I think it may be that they are scripted geometry objects. The meshes are actually generated with the SDK but then used in the buildmesh of the scripted class (this is more convenient for my needs as developing UI and scripted functions is so much easier/quick in MAXScript).
  4. Eduard, I see that in your screenshot above the normals do seem to follow the transforms. I will have to see what might be different in my scene.
  5. Eduard, Thank you so much for looking into this! I tested the new version and have a few items to suggest. I noticed that the function only works if the source geometry has an edit normals modifier. This is an OK assumption but there are certain geometry types that are always explicit normals and perhaps they should not require the modifier. One important to me is WallWormMDL geometry class ( class id of #(0x4e8b048c, 0x732e564d) ). Others that might also want to be automatically using this is Linked FBX geometry. There are probably others. This is just a
  6. Brilliant! I want my hands on it the second it's ready!
  7. That's awesome Eduard. I wish I had discovered this in my tests over the last two years! Note, it would be ideal if work on this includes some of the options in post #2 above for standard leaves and leaves meshes. Being able to make game-friendly normals especially for the low poly standard leaves would be a godsend. I would even add a couple new options than in list above: Out From Mesh Center Out From Element Centers.
  8. Here is a snippet of code for setting the explicit normal of Mesh class mesh (I yanked this from one of my plugins, hopefully it makes sense even if out of context): // Normals mesh.SpecifyNormals(); MeshNormalSpec *normalSpec = mesh.GetSpecifiedNormals(); normalSpec->ClearNormals(); normalSpec->SetNumNormals(numVerticies); normalSpec->SetNumFaces(numFaces); //verts for (int vertID = 0; vertID < numVerticies; ++vertID) {
  9. I'm just posting to see if there is any progress on this front?
  10. While I'm a general fan of node-based editors in many situations, and I do look forward to it in the context of GrowFX, I personally appreciate that Eduard and team have been adding new features into the current version. Many new features have saved my ass in the last year as they have been specific tasks I needed to solve and Eduard added them. I 'm personally highly thankful that new features have continued to come along. I look forward to V2. But for me I'm thinking that the node system itself is a big enough feature, by itself, to warrant a new version. I think that GFX has one of the best
  11. Furthermore, since you might be using masks from other channels (instead of channel 0, you might use another channel like a UVW channel instead), there should be a Channel spinner that defaults to channel 0 (which is the vertex color channel). Changing to channel 10, for example, will use the uvw coordinates as colors. For example, you can use Vertex Paint Modifier to paint vertex colors into channel 10 (or any channel).
  12. I meant to add: So the Surface distributor would need a new Dropdown under the Use Vertex Color checkbox with these options: RGB (default and legacy) Red Green Blue
  13. Eduard, Attached is an example scene. This is a simple example of how the vertex colors might drive a system (in this case, the base blue channel of the vertex colors is displacing the landscape down for the river). The other colors are not used to displace in this example, so are added to the second vertex paint. If you select the object GFX_Ecosystem1 there are three paths: WaterPlants(blue) BankPlants(red) Grass(green) What I'd like is that the distributors allow you to use just that channel for distributing--so in this case t
  14. It would be nice if we could use arbitrary map channels for the Vertex Color. Also, it would be nice if we could use specific rgb/uvw channels. For example, if I want to distribute just from the Red channel of vertex color (or X value in map channel 10).
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