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GrowFxUser

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About GrowFxUser

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  1. Btw, it also crashes on copying, even if I somehow manage to avoid the crash.
  2. Hi Eduard, I ran into the same issue again with another tree, now GrowFX crashes on start. I tried importing it in a new scene, which didn't work. I can disable calculations to make it not crash, however I cannot make copies or do variations in this case. I appreciate any help to solve this issue. I have already sent the file to support email. Thank you in advance, Ashkan
  3. Hi Eduard, Thank you for your reply. I have disabled Autobackup, so there's no back up file. I got the file working for now. Imported it into a new scene and it's working fine for now. If I ran into another crash, I'll send the file. I'm not completely sure that it was GrowFX related. Thank you again, Ashkan
  4. Hi, Thank you for your reply. That's exactly what I did. It's OK for now. I'm just hoping that it doesn't crash anymore.
  5. Hi Eduard, While I was working on a tree, Max crashed. Unfortunately, it could not save the file, what's even worse is that my previously saved file also crashes on start. I was adding an affect graph for a path position distributor's length, when this happened. Is there any way that I can recover my file somehow, even if it's just a portion of the file? I truly appreciate any help, as I'm under a deadline. Thanks, Ashkan
  6. "What kind of caching method do you mean? PointCache modifier or native Cache mode?" The native Cache. But it's OK. I'll be using point cache for now. Thank you, Ashkan
  7. Hi Eduard, Thank you for your clarification. But, if I want to use it without caching the wind, does it have any impacts on RAM usage or render time? Also, is there a file size limit on caching wind? I'm caching one, which writes a 5 GB file, however it gives an error loading it in! Thank you, Ashkan
  8. Hi Eduard, Thank you for your reply. How can we purchase this edition? Thank you, Ashkan
  9. Hi all, I was wondering why someone might need to cache the wind animation? We can use it natively with many of other plugins, and the wind calculated at render time, am I right about that? Does it speed up rendering? thanks, Ashkan
  10. Hi Eduard, So then are they going to be able to render the trees as well? Thanks, Ashkan
  11. Hi, Yeah, I kinda knew that, but thanks for the reminder. It's actually more like 3 parameters; the "angel axis" should also be inverted. I just thought it'll save some time, since now the mesh and distributor parameters are not shared, and also may cause some cluttering if we have lots of those nodes, each with a left and right; hard to track the nodes. In any event, it's OK for now, but I guess if it'll all become node based, it will help a lot if we can have an invert node that takes values(numbers), just like Maya, so they can be plugged in, somewhere in the middle of the graph to other nodes. It's all suggestions, nothing really serious. Thanks again, Ashkan
  12. Hi Eduard, Thank you, I'm fine for now. The workaround is to add the first item twice, first of the list and last, and it'll work fine, But it'd be nice if that can be fixed, anytime; no rush here. Thanks for the great update Ashkan
  13. Hi Eduard, Thank you for such a great release. Could you please upload an example file for "Scale Proportionally". I can't get it to work (don't know how it works!). Also I realized that, in the "instanced geometry mesh" , "count rate" does not work as expected. The first item in the list, gets picked far less than the others. In other words, it does not work the same for all the items in the list, even if the same value is assigned to count rate for each item. (Here is an example : http://we.tl/wWyyc7tJ8Y). Thank you, Ashkan
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