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Everything posted by Tobitobs

  1. Hello artmonky, 5k Poly is quite low I'd say... you have so much empty space in your twigs, in some engines it is better to have more poly but have less "wasted" space in the opacity map. I think you should work with LODs, the low poly flat branches dont look good when they are close to the viewer or is your game more "stylized"? And which game engine are you using? Cheers
  2. Hello, I have no idea if this technical possible but it would be awesome if we could use photoscanned trunks as a mesh for our growfx object. Maybe convert a IG_mesh builder into a metamesh? When I use a photoscanned trunk in 3ds I often use a slice mod to get a clean cut on the top, maybe growfx can use this flat shape to connect to another meta mesh? Cheers, Tobi
  3. that wasnt meant offensive...trying to give constructive critism. The pictures shows an old stone pine I guess, the "typical" stone pine doesnt look like that.
  4. I think picture one is more Pinus sylvestris still looks super! Pinus pinea (with the tasty nuts) is growing around the mediterranean sea and has more the umbrella shape like mentor said.
  5. 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"?
  6. 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
  7. 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
  8. 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.
  9. 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
  10. 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.
  11. 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
  12. 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
  13. 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?
  14. 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
  15. hm maybe with a low poly automatic hitbox like in unreal ?
  16. 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
  17. 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
  18. maybe message Eduard directly guys. This forum thread is growing and growing :-P All I can say is that there is a huge* student discount and this software is super awesome. Before I bought growfx I searched quite a time tested speedtree and plantfactory but growfx is all you need *dont want to tell numbers maybe something has changed.
  19. wow cool thats even better As long as this isnt available: In the leave mesh you go to "with" -> open graph and can do something like this:
  20. Hi, well you can customize your leave mesh in the "with" you can inset points but opacity maps are easier and less polygons ;-) Cheers
  21. Have you watched the tutorials? https://exlevel.com/tutorials/ https://www.maxtree.org/blog/ http://www.zwischendrin.com/blog/2012/07/06/growfx-1-8-6-tutorial-how-to-get-started/ And which plants do you want to model? The video loooks more like fantasy. Well I usually try to get botanical correct plants so my first step is allways collecting information and reference picture of the plant in books, walks in the nature and the internet. I highly recommend the site http://www.baumkunde.de/(it's german but you can search for the botanical name) and you mostly get very good pictures and what is really good for our purpose: You get picture of the front AND backside of the leaves. After saving the pictures I go in photoshop and prepare the leaves by cutting them out and getting the Alpha-mask... Before I explain every step, are you completley new to growfx or is the general workflow clear?
  22. hey thx ptrain 25 euro per year for students is really good. I'll get corona, cheers P.S.: I saw a cool corona project this week and the vegetation is done with growfx : https://corona-renderer.com/forum/index.php/topic,14835
  23. Hello, I know it's a really genal question but what render engines do you guys use/prefer? And which one works best with our favorit vegetation tool? At this time my decision hovers between vray and corona (both have a super student discount ;-)) I'm not that deep into the technical backround but I've read that a GPU-renderer useses only the gpu vram and not the ram. So CPU render is better for large scenes? Cheers Tobi
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