Jump to content

Miroslav Kovac

Members
  • Posts

    18
  • Joined

  • Last visited

  • Days Won

    5

Miroslav Kovac last won the day on April 14 2023

Miroslav Kovac had the most liked content!

2 Followers

About Miroslav Kovac

  • Birthday 04/04/1980

Profile Information

  • Gender
    Male
  • Location
    Slovakia (Bratislava)
  • Interests
    Garden and Landscape design, ArchViz, Photography, Botany and Dendrology, CG, fishkeeping - malawi cichlids

Recent Profile Visitors

2580 profile views

Miroslav Kovac's Achievements

Apprentice

Apprentice (3/14)

  • Collaborator Rare
  • Dedicated Rare
  • Conversation Starter Rare
  • First Post Rare
  • Week One Done

Recent Badges

8

Reputation

  1. Hello TKT, it is really beautiful result you have achieved, I am glad that could help in some way to bypass creative obstacles We GrowFX community have to educate and guide each other to improve our skills with this lovely vegetation software.
  2. Hello, great work, I like lilies the most As you have said the modeling detail and structure of the plants are very important, but perfect texturing and high quality maps are the key for the photorealistic feel, keep going and practise, looking forward to see your other works, have a nice day.
  3. Hello TKT, to achieve more natural result of your IG leaves, you need to apply at least bend modifier in 3ds max modifier stack across your editable poly leaf, then is good to affect pivot and change the direction of Z axis along with the leaf (see attached img), then within IG mesh is parameter to deform along the path (and the correct work is dependent of Z pivot positioning). Also you need to work more on the branch structure, maybe add leaf stems path before IG leaf path(there you can apply VecOrient to affect position of the next path,which is you IG leaves and move them to natural position parallel to ground), as in my example, attached 2020 max file and example img. So the main problem is as I guess in the pivot position of IG mesh leaves and also the branch/small twigs structure. Hope it helps, regards Miro IG_leave_orientation.max
  4. Hello Samuel, you can watch this tutorial on youtube, it is regarding forestpack, but there are sections inside the video about growfx caching and proxies. Anyway, you should always use caching of your growfx vegetation when it is heavy in polycount or using metamesh. This can cause big buliding times during each frame of animation inside 3ds max environment. Regards, have a nice day
  5. Hello, I just added one more vector_orient_dir to the path before leaves, and set negative strenght -100 for Y, also for the leaves path change turn axis from 137,5 to 90 restrictions of leaves rotation. But maybe you wanted something different Orientation 0f leave_adjusted.max
  6. Hello, it can be tweaked of course further, but as a starting idea I think it is good. Meta_mesh_Branch_flatten.max
  7. Hello, yes indeed, growFX is still evolving and improving, the future will show, but introducing version 2.0 with nodes was a huge step ahead and I am really grateful for this very much, we can help Eudard and the rest of the coding Team to suggest them new features and other improvements while we testing and using growFX on daily basis.
  8. Hello Amazingrenders, I have created example for you by using spiral direction modifier+ metamesh, this way you can achieve creating cavity shapes (botanically it is called "Callus tissue", and it is healing process when the tree get rid off old branches naturally or by human activity while shaping the trees). cavity_callus_example.max Hope it helps, happy studying the nodes and learning
  9. Your welcome, I will take a look on your other post regarding spiral issue distribution later, I need to finish other things at home, have a nice day
  10. Hello, maybe there is more effective way to do it, but for now as a workaround: DISTRIBUTION_01_adjusted2020.max
  11. Thank you for your kind words, I have watched workflows of other vegetation softwares in the past, SpeedTree (more suitable for VFX/movies), Xfrog, PlantFactory (E-on Software) but was not convinced to use them. My observations from archviz forums regarding vegetation softwares (cgarchitect, corona-renderer, ronenbekerman, evermotion, etc.) 1. SpeedTree can be interesting for artists who have problem with imagination during creation process, because this software is more of WYSIWYG (what you see is what you get) pipeline, where you painting trunks, branches and everything directly in viewport and 3d space, you can create nice vegetation but I am not sure if it will be realistic enough. 2. GrowFX is considered as not as much user friendly on the forums of not so much experienced users because of very steep learning curve. You are expected to think as mathematician, because you driving curves, vectors, beziers during creative process which is not easy for everybody. Users are complaning about not available presets as starting point while creating trees for instance, they are not motivated to work from scratch and lack of discipline. For me the growFX is powerhorse tool to achieve my design ideas of all vegetation. I will use all of my available time to learn as much as possible. The main strenghts for me are: 1. CountRate tweaking for all created paths - most growFX users forget to use this parameter, but I think it is crucial to achieve realistic botanically correct vegetation. "Nature is perfect in its imperfection" 2. Affect nodes to shape dependencies between paths and create belivable plant structure 3. Metamesh - perfect connection of meshes 4. Aftermesh - wind and growth modifiers the most realistic results compared to other plant softwares And I can go on with very long list... To succeed we are condemned to maximum performance in our creative vision, we need to practise, learn, set our bar higher everyday. I wish to all growFX-ers a lot of creative vision, patience and not give up when problems occur, solutions will get in your way in reasonable time.
  12. Hello Getojoe, I have checked shortly your example orange tree, based on this some of my claims with my post seems to be not valid, I am still learning also. You are right that public parameter autokey is enough for main trunk and everything is affected by using Affect nodes to all other paths and settings. It is good example for learning and setup correct corelations between all dependent paths, thank you for this, I will study in detail, at the end everything are numbers, beziers, etc. and we need to be creative and effective mathematicians to achieve desired results So, the key to success is to perfectly understand Affect nodes and affect everything
  13. Hello Getojoe, I have played around with your file and get desired result, below I will write what was changed to get smooth animation (left your original, right adjusted): Growing tree_preview.mp4 So the changes are as follows: 1. Your braneches were sliding up and down along your main trunk, this was caused that path position distributor with density is counted within the range lenght of main trunk, for anim growth you cannot use this distributor, instead you need to use path position distributor (it was done by converting node with righ mouse button) 2. Flickering of your branches up and down was caused by wrong order of direction modifiers (they needs to go in order as they are in direction rollout node), also the strength in noise dir should be constant number, there fore I turned off the graph value 3. You forgot to plug autokey value for branches from public parameter length, only your main trunk was growing from 0 to 1357 cm, I have plugged to this public param your branches, optional within autokey you can affect for instance bending of the branches while they grow, in start growt they are more upright and then slightly open up more. 4. For branches I have also change order of direction modifiers as it was wrong and added vector dir instead of your hard bend to bend your branches. As for your noise dir for branches, you have strong values for strenght X=2 and Y=2 which was causing weird poly twistings in the start path of your branches, also turned off vector dir orient which is used more for last twigs and leaves path to get them to correct upright position parallel to ground. I have attached changed with original inside one file, so you can compare, I have only 3ds max 2023 so can save 3 ver. down to 2020, somebody needs to resave older versions. Thanks, hope it helps, we learn every they and think will built great community here in the forum. Growing treeMAX2020.zip
  14. Hello 小饰X, you are right about details, this was my first work after I have understand a bit the UI of 3ds MAX and Corona renderer, I have been tight in deadline for this personal work for evermotion challenge competition, so this work was great as a starter for me and I will not work on it anymore, although it can be improved much more. I am working on new garden projects (exteriors) which are my main focus of 3D work, as I am garden designer and botanist. I work mainly outside in the real gardens for clients and family. I am still fighting with myself to better manage time infront of the computer and creating art in 3D. So my main passion is to observe plants in nature and then try to replicate them the best as possible in this perfect tool Eduard and the Team are creating and maintaining for us creative geeks A lot of time takes creating your own assets for your ideas, here testing lantern for upcoming projects:
  15. Hello, So here is the story. Japanese girl Kyoko is enjoying early morning in her secret garden, while drinking delicious cup of green tea. She is sitting in the big "tsukubai" (Japanese stone water basin) and admiring the beauties in her point of view. This is my older work submitted for evermotion challenge "Secret Garden" anyway I decided to use it as first post here in exlevel gallery All growFX custom made plants by me.
×
×
  • Create New...