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Miroslav Kovac

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Posts posted by Miroslav Kovac

  1. 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











  2. 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

    • Like 1
  3. 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.

  4. 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.

  5. 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 :)

  6. 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):



    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

    • Like 1
  7. 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:1975383032_BW1_Post.thumb.jpg.739d8c7eb53454b6b08850ae45a5e8b1.jpglantern_uvw.thumb.png.989f93d84d69c5e067933ebfb52d92e7.pngstone_lantern_textured7_Post.thumb.jpg.1e743ca4f08c66e85b713a9a48d5a86c.jpg


  8. 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.



  9. Hello, yes it depends on the goal you want to achieve, when you composing your shots with camera and need it to be longer, than it is at the cost of more frames without looping and you will end up with massive cache file/s

    Here are the wips of bamboo with looping:


    FIrst wip1 setup 25fps  100 frames total, looping on, not used axial rotation for leaves and other optional settings inside wind rollout window





    Second wip2  with use of axial rotation for leaves, playing with other settings, you will end up with long hours of tweaking each path of your plant and find out correct stiffness, flexibility, scale freq. etc              



    wip 2 (it do not look so smooth here in player inside forum, it is  60fps  and 200 frames total, looping on




    So at the end, growfx is perfect tool to acomplish your creative vision, but it is expected from us to be at least basic mathematician  :))   I am really thankfull for Eduard for creating this great toy and maintaining a develop further the code.


    Happy FX-ing 



  10. Hello Creativefinger, the problem is as you assume when you use perturb speed, perturb vector or decay in wind helper settings, it is also mentioned in growfx manual.


    Looping Period

    Specifies the looping period.

    For the correct looping animation, don't use the Perturb Speed, Perturb Vector and Decay options in the Wind helper settings.


    Have a nice day.



    • Like 1
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