
mad
-
Posts
55 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Calendar
Plants Library
Posts posted by mad
-
-
Hi,
its possible to instance gfx object, but for each instance have unique input parameters?
-
Hi,
I have exactly same problem with max 22 and growfx2. After copying growfx object I cant open max file anymore
Also I cant open lates autobacks because they are corrupted also
-
No reply yet? :/
-
On 4/25/2019 at 2:01 PM, mad said:
But anyway I can't use Build simple cylinder on my trunk and main branches because I'm using Displace surface and I have noticed a bug when I using displace witch build simple cylinder ON, the branches which should be as simple cylinder are not built.
Hi I'm reopening this thread after updating to GFX 2 and this bug is still here:( Noone else have this problem? Also the main problem of this threat UV reax will be handy also.
-
10 hours ago, Eduard said:
Can you send me this model, where did you find this bug?
Thanks!
On what email? It private project I cant put it directly here
-
2 minutes ago, Eduard said:
Yes, I'll look at this issue, thanks!
Thanks. You rock!
-
8 minutes ago, Eduard said:
I think you can just apply the UVW Unwrap to use its Relax tool.
I looked at the Relax algorithm examples, and there really a lot of work to implement it to our MetaMesh. But we'll try to do it for the next version.Thanks!
Try it. it will be really useful function I think. I'm using unwrap relax workaround right now and ist OK only problem is that u have to split the tree in two separate gfx objects, because working in unwrap with leaves slowing everithing a loooooooot. Thanks for help. And one more think try to look at the issue (bug) I described in previous post, its weird.
-
2 minutes ago, Eduard said:
Yes you're right. With strong noise it doesn't give a good result. In general, we need to improve the UV algorithm or add a UV Relax tool.
I also noticed that you've disabled the Build simple cylinder. If you don't have other branches in this place, you can turn on this option.Or are you just testing without branches, and deliberately turned it off to check?
Thanks!
It was just for testing yes. But anyway I can't use Build simple cylinder on my trunk and main branches because I'm using Displace surface and I have noticed a bug when I using displace witch build simple cylinder ON, the branches which should be as simple cylinder are not built.
-
3 minutes ago, Eduard said:
Maybe try to apply the Noise modifier in the AfterMeshModifiers?
Already did. Tts even worse then
And the mesh don't looks good too.
-
Does not work very well Eduard. I still have issues.
On the image I sent is just a preview scene but on my actual tree I have Steps 10 and metamesh Size aslo 10. This problem cause Noise modifier ant the big thickness of the trunk (which I need unfortunately)Does not work very well Eduard. I still have issues.
On the image I sent is just a preview scene but on my actual tree I have Steps 10 and metamesh Size aslo 10. This problem cause Noise modifier ant the big thickness of the trunk (which I need unfortunately)
-
i did some research and only think that helped is uv relax, so i suggest this as new feature in gfx mapping parameters
-
-
Ok then. Its a little bit pitty but I can live with that
Thanks a lot for help.
-
Hello,
my goal i to grow ivy on some surface. The ivy is made of one main branch and then the secondary with leaves on it. And I want to drive the main branch with hand created spline via Spline direction modifier and then apply Object reaction modifier, but here I'm stuck. It doesnt work as I expect. The Object reaction has no effect (or bad) on spline with Spline direction.
The main brach dont have to match the hand made splie exactly, but only drive the flow of the ivy.
I have attached a sample scene to better understanding of my problem.
Thanks for any help.
Martin
-
thanks,
but can unwrela handle milions of poly? i tried max17 unwrap but it freezes:) and of course it will be better do this withou plugins
-
hello,
it is possible to get udim mapping from gfx? or some workaroud? we need it because the pipeline cant handle tilable textures
if not maybe its good to add it to wishlist
thanks!
-
1
-
-
Yes, recently we've fixed this bug, and now I can send you an update... What is your 3ds Max version?
Thanks!
Aaah
We use Max 2016.
Thanks
-
Hello,
I have notice one thing, and that the looping have problems with FPS different from 30. I cant get to work looping tree with fps 24. Maybe its because I use aftermesh wind modifier?
-
Thats interesting, thanks ☺
-
1
-
-
REALLY NICE! Thanks, especially for the wind loop
I have one question, can you tell me the formula how the loop period is calculated?
-
Thanks! I'm wainting for this to complete one project
-
Hi Eduard,
when you will release this update?
-
wow thats realy nice. looking forward to this feature
-
aah i think you missunderstand me. i know ho loop animation in max but in growfx is different. i need the wind simulation to be seamless so the last frame is exactly same as first and this is the problem besause in default this not happend
gfx system instancing
in For GrowFX 2.0 questions
Posted
That will be briliant! Because now is not possible to do some procedural system, which is used across the scene (like ivy) and modify it after.
Thanks for any future update. I really like and prefer GFX even you definitely have a big competition on the market.