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Everything posted by tricera

  1. Hi I'm seeing no "convert to mesh" or "convert to spline" in the preferences in 1.9.9 SP9. Where are they? Thanks Mark
  2. Hi Ben Good timing. I'd been doing other things, but I'm just about to start up again. I'm still trying to figure out the best solution for the particular tree I'm doing. It has clumps of blossom, so it's a liitle trickier than leaves to get looking good. I took a look at some of the assets in the marketplace. I'm sorry, I can't remember the exact numbers, but if you're going to use many trees in a scene, as few polys as possible. It's still not at the stage where you can go crazy. If it's a hero tree, then you can up the number. Export is just FBX of the whole tree. In the end, I decided to just get the trunk and main branches out of GrowFX and model the smaller branches, leaves and blossom seperately, although you could do them in GrowFX too. The poly count really jumps if you do smaller branches with meshes, even if you reduce the detail. The solution is to make some variants as meshes, bake them onto planes and position them as naturally as possible. Not GrowFX, but here are some of the links I'm using as reference. Also please let me know if you find anything useful! https://simonschreibt.de/gat/airborn-trees/ http://ericchadwick.com/img/tree_shading_examples.html
  3. Thanks. I'll take a look. Since posting, I found the free Unreal foliage pack, so I'll take a look at that to see what they work with.
  4. Hi I wondered if anybody would be willing to share tips for creating foliage for Unreal Engine. I'm about to start off experimenting. I'm concerned about ... 1. total poly count 2. whether to use meshes or opacity mapped leaves 3. how I should set up groups of leaves and branches so they're easy to deal with and efficient in UE Thanks. Mark
  5. Thanks! That is much much closer than my effort. I can definitely use it. Appreciate the help.
  6. Thanks. That would be great if you could. I've tried tweaking everything without success.
  7. Hi Using Leaves Mesh, is there any way to get a serration at the end of a petal like in the attached image? Or will I have to model them and use Instanced? Thanks Mark
  8. Apologies for my awful explanation. I've uploaded an image. The cross to right is how it looks from above. Thanks!
  9. I'd appreciate some help getting Cosmos branches right. I have a main stem. From one point, there are two branches at 180 degrees to each other. At the next point up the stem, there are two more branches at 180 degrees to each other but at 90 degrees in relation to the pair above and below. That continues up the main stem. How do I do this? Can I do it with one distributor, or will I need two? Thanks Mark
  10. Hi Eduard I have 1.9.9 SP4 installed. I disabled calculation and managed to debug it. It looks like the instanced mesh for the leaves was causing trouble. I replaced that and it works fine now. Thanks Mark
  11. Hi The maple trees from the free library are crashing max 2015. Opening the max files or importing the gfx files, both crash max. Any way I can avoid this? Thanks Mark
  12. Hi Eduard Thanks. I appreciate the help. Actually, my problem was solved with your last advice, although I'm still not sure what I could use "Parameter: Path position" for. I was just wondering if there was a setting equivalent to the Path distributor Range parameters also in the Path position distributor, but it looks like there are only discrete values you can set? Please excuse all the questions. I'd really like to master GrowFX.
  13. Hi Eduard Thanks for the very easy-to-understand screenshot. I've attached a file. How can I spread the distribution of the branches along the length of each level for "DenseBamboo_01"? In this case, I probably don't have to do it, but I'm curious and I can't find the appropriate setting. For "DenseBamboo_002", I've returned the setting to "Parameter: Path position". I thought that "Calculate all levels" meant consider all levels as a whole, but reading Help again, it looks like that's not it. Can you give me an example of how I would use this setting? Thank you! Mark parameterLevelPosition_001.zip
  14. Thanks! So I needed to use "Parameter: levels", not "Parameter: Path position". I have a couple of questions, if that's ok. 1. Won't using "Parameter: levels" mean that for each level there will be only one length calculated? So all the branches coming out of level 1 will be the same length, all those from level 2 the same length etc? 2. What was the problem with the way I was doing it? The explanation in the Help file seems to suggest that it's possible. Thank you Mark
  15. Hi I'm having trouble figuring out the affects curves. In the attached file, from the "Trunks" path Parameter:Length I'm trying to affect Branches->Length and also the density of the "strings" path. The length of the branches doesn't seem to be following the curve at all. I'd like the "strings" paths to start at about a quarter of the way up the total length of the object. Can't seem to get that working either. Am I misinterpreting the curves function? Is there a better way to do this? I apologise if I'm missing something obvious. Thanks! Mark tanabataBamboo_009.zip
  16. Thanks Eduard. I'm using the method from the DenseBamboo library file instead.
  17. MInd if I resurrect this topic? With your single distribution path Eduard, I was wondering if there was any way to have a more steps around the bamboo joints and less in the straight sections. I need more detail around the joints. Thanks Mark
  18. Hi Can I convert a tree to a mesh and have all the leaves converted as individual instanced meshes? Thanks Mark
  19. Thanks. Appreciate the help.
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