-JP- Posted April 21, 2019 Report Share Posted April 21, 2019 (edited) Hi We´ve recently purchased Growfx and we are very satisfied with the results so far. But there´s a problem we´ve encountered and can´t seem to find the solution. Sometimes with some wind animated looped trees there seems to be a bug/problem with the mesh, like the tree itself explodes, imagine if you apply a noise modifier and every vertex goes to a random position suddenly. This obviously makes that frame no usable but also the render times sky rocket. The workflow we are using is exporting the looped trees to Vray Proxy. Anybody knows how to solve this? or maybe had the same problem? Have a look at the attached frame. Thanks in advance. Edited April 22, 2019 by -JP- Capture showing the problem Quote Link to comment Share on other sites More sharing options...
ptrain03 Posted April 23, 2019 Report Share Posted April 23, 2019 I am not entirely sure what is going on. but you might try recording a point cache file using the point cache modifier. You could export the static tree to a proxy file then apply the point cache file to the proxy. I am not sure about this though. I don't usually have to animate my trees but I seem to remember doing something like this a while back. The exploding trees might be caused by a changing polycount. Is your wind animation an after mesh modifier ? Quote Link to comment Share on other sites More sharing options...
Gecko Posted April 23, 2019 Report Share Posted April 23, 2019 1. Change or disable 'Noise modifier' under 'Direction Modifiers' 2. disable 'Build simple cylinder' on mesh modifiers if it's on. Also you can try to change or reducing your 'Steps' on 'Direction Modifiers'. Maybe there is a better solution. Quote Link to comment Share on other sites More sharing options...
-JP- Posted April 24, 2019 Author Report Share Posted April 24, 2019 Thanks guys. I´ll give it a try. Quote Link to comment Share on other sites More sharing options...
ronaldjung Posted October 12, 2021 Report Share Posted October 12, 2021 Was this solved somehow? Quote Link to comment Share on other sites More sharing options...
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