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About mattpesquet

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    CG - Photography - Drawing - Nature
  1. If we cant really complain about the time it took, as we can undestand a big update is a big amount of work for a small dev team, it is true it can be a little disappointing to see it is not free as expected for 1.9 / 1.8 customers. Does the V2 node based editor include "random Z offset" along parent path (as requested / suggested by myself in technical questions board 2-3 years ago) ? how to apply for this Eduard ? Anyway congrats for the nice work.
  2. mattpesquet

    Lakeside house

    Great set of renders ! you especially spotted the greenery colors balance and variation... Congrats !
  3. Hi Eduard, thank you for the reply. I already noticed i didnt get the newsletter for last release (i think 1.9.9 sp6), i also checked my spam folders each time. Anyway it is not to complain in any way, it is more to let you know, maybe other customers dont get the newsletter as well. I also checked my "notification or email subscription" options in my profil settings (i m not even sure that forum profils are in the loop to drive your release mailing list), i dont see any special option for newsletter, and login with customer account on Exlevel dont offer any options for newsletter sub
  4. Thank you Eduard for the update, is there any reason i dont get anymore update release email notifications, do other customer have the same issue ? What about version 2 dev ?
  5. Hey there, not sure since i would have to try it on my side, but i guess one solution should be to set your system units to imperial unit system, then open your file and use the unit converter from growfx parameters in general rollout to convert to what ever you want to, then open it after setting your units back to meters in max system units parameters, should be fine
  6. Thank you for the fast feed back Eduard, i m using 2012 version.
  7. Hi Eduard, any news about those bugs ? about the old thread link from marsh 2013, i noticed you said you should implement this kind of parameter for random Z offset soon. Does the last release provide any solution on this side ? Thanks in advance
  8. Hi Eduard, does this release fix the issues with Count rate % and Chaos Count % of distributors ? please tell me it appears in the many bugs fixed list ! In the thread i opened in the technical question board about count rate % problems, you were talking about investigating the problem (once again, it seems to me it is the kind of simple algo that should definitely work properly). About the vertical random offset parameter, you gave me a link to an old thread from marsh 2013 where you were already talking about implementing this simple parameter soon (here), instead of using additio
  9. Hi Eduard, thank you for your time. I carefully explored your max file, and first of all i agree that for modifiers "Chaos count %" and "Count Rate %" seems to be working fine, and just as we would like it to work for distributors. >> Regarding your first example with use of "Chaos Count %" in distributor in point on Path_03, i still noticed something weird just as described in my initial post about solid steps and no linear variation, for distributor count set at 20 as in your original file it seems to be working fine, at least dropping from 100% to 0% almost gives variation at eac
  10. ptrain03 >> Thank you for your replies, but you keep pointing the chaos density...that would be another thread at least, but i m not complaining about anything related to chaos density. And count rate just working with path position distribution isnt really the solution, i m not sure you would plan to turn a path distributor of second or third level hierarchy element to path position distribution (that means lot of childrens sometimes), plus this would apply the same position distribution to each of the "parent path", not much randomness here. I m kinda disappointed that all the
  11. Hey Jamie, thanks for your reply and the file. Let me first congratulate you for the good work, i see your trees and plants are getting great attention to realistic patterns and trees/plants architecture just as i m trying to do using growfx, with on my side a maybe more obsessive will of using real life measurements/values and already well described tree species architecture (i use personal observations and some biologistical studies/books with the last and most advanced knowledge about each of the 22 architecturals tree models possibles, and used by the whole plant/tree species on earth, h
  12. thank you for your reply ptrain, i was sure someone would suggest to use density settings, unfortunatly it doesnt drive the same effect at all as what i m talking about in my post. I already make extensive use of density curves, it can at least fake the fade effect of twigs from the end to the start of a branch for example, but it just gradiently change the space between each nodes (according to custom density curve too), but it doesnt help to make a % value of the generated paths to be "invisible", "ungenerated" whatever you want to call it, and it definitly doesnt change the tree shape as i
  13. Hi all, This is my first post on the board, but i have been playing around with Growfx since few years (i didnt manage to get enough time practicing as i would have wanted, but now i have more free time and i want to go next level). First i want to congrat peoples developping this master piece, great work Eduard! I m trying to find the best workflow to create the most realistic trees, talking about their shapes and branching architecture (that information itself for each species is already kinda complex and hard to spot on with real data references sometimes, also it might be changing du
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