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About Tobitobs

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  1. leaves turning and falling

    hello kasido, I'm not sure if I understand what you trying to do. You want your "growfx006" look like the "growfx005" just with several trunks? Have you tried to set Vector_direction modifier of the leaves to "Local vector"?
  2. foliage for Unreal Engine

    Hi Mark, I dont have much experience with unreal but do you know http://overview.artbyrens.com/ ? He uses growfx for the vegetation as far as I know. For the whole real-time thing I guess the polycount has to be as low as possible. And most people use an alpha-map as opacity in combination with a low poly mesh. "artbyrens" doesnt use very complex shaders, just diffuse/normal/height/transluceny + Alpha and it looks super good to me. Cheers
  3. MetaMesh undesired result

    Hello, do you know this tutorial? https://www.ronenbekerman.com/growfx-tree-archipelago-house/?utm_campaign=coschedule&utm_source=twitter&utm_medium=ronenbekerman&utm_content=The%20GrowFX%20Tree%20at%20the%20Archipelago%20House I think the part with the "To make the broken branches effect..." may help you. Cheers
  4. hello, with trunk size you mean the circumference or the height? If you mean the height I think this tutorial will help https://www.maxtree.org/grow-parameters-in-growfx/ Cheers.
  5. How to create this leaf with Leaves mesh

    Hello Terri, the leaves mesh is actually quite adjustable : I used the "Width" and the "Angle along" graphs, just play a bit with the points to archieve the desired result. Cheers, Tobi
  6. Cork Oak (quercus suber)

    wow thats tricky do you have textures of the bark and the red cambium? Inside growfx I think I would seperate the parts with different distributor, in order to assign different materials. To archieve the step between lower and upper part you could use displacement I think the bark is romoved like 4cm deep during the cork harvest.
  7. Creating Lettuce

    Hello Terri, I think it depends on the leaves, for picture one I would use instanced geometry because it seems very curly for the rather flat leaves or simple bent leaves I think the leaves_mesh will do it's job. cheers, Tobi
  8. Hello, I just wanted to share a (for me) super usefull photoshop tool: http://www.polyleaf.com/index.php/products/ "FixEdgesForAlpha" it's acutally a PS action. "Two actions for making alpha with less haloing. One blurs the original creating soft edges. The second copies the base image and nudges it out on all four sides one pixel" Maybe it is a tip rather for the beginner When I started cutting leaves out to get a alpha mask for the opacity I had the problem with a small white boarder around the edges (I think the correct discription is "haloing" or "bleeding"). The first noob mistake was to let the background empty.... to cut a long story short: The FixEdgesForAlpha solves this problem really easy and you get really clean results. Cheers, Tobi
  9. hello Javadevil, can you post your tree?
  10. Assemble House

    holy moly I like the focal point on the plants in the first picture, and very nice lightning in all. May I ask which textures did you use? Sigershaders for the wood?
  11. meta mesh

    Hello, there is also a very good tutorial for that https://tinyurl.com/m2lk2mm Have fun, Cheers P.S.: I just changed from 3ds 2013 to 2017... is it just me or is it much faster and stable? In 2013 meta mesh was allways a problem for me, now in 2017 I can change everything in real time without crashing 3ds
  12. Prevent leaves penetrating each other?

    hm maybe with a low poly automatic hitbox like in unreal ?
  13. Instanced geometry pivot

    ah super thx Eduard
  14. Instanced geometry pivot

    Hi Eduard, I made a small test tree with the same twig Test.max the first path is with the "wrong pivot" and the second path is with the right pivot but has a strange offset. hope I'm just too dumb cheers
  15. Hello, I'm a bit confused where do I have to place the pivot of my geometry to use it as instanced geometry in my growfx object? I've read in a older thread that the z-Axis has to be along the grow but the pivot itself has to be in the center of the object? I thought it would be more logical to place it where i want my geometry to start: but if I do this my geometry gets an offset in the wrong direction I looked the example Eduard postet https://exlevel.com/forum/index.php?/topic/74-instanced-geometry-issues/?hl=pivot&do=findComment&comment=322 and did the same(with xform mod etc.) but somehow my result is different. Do I have to edit the normals of my mesh? Cheers