Eduard Posted May 30 Report Share Posted May 30 GrowFX 2.2.0 is now available We are happy to announce the release of GrowFX 2.2.0. This update adds compatibility with Autodesk 3ds Max 2027 and introduces several major new features for procedural plant modeling, organic branching, reusable setups, and game-engine workflows. Main highlights in GrowFX 2.2.0: • Export to Unreal Engine using the Pivot Painter 2 workflow. • New Space Colonization node for generating crowns, fine branches, and organic branching structures. • New Space Clouds: Sphere, Box, Custom Mesh, and Path. • New Unified Skeleton node for combining several generated path structures into one continuous skeleton with shared radii, a single mesh, and continuous UV mapping. • New GrowFX Reference node for creating reusable GrowFX setups and multiple variations based on one original object. • Full compatibility with Autodesk 3ds Max 2027. • New Simple Path Position node. • Updated Curve node with inline editing, popup editing, and access to the legacy 3ds Max Curve control window. • Updated Public Parameters Manager with multiple rollouts and drag-and-drop organization. • Many internal improvements, stability fixes, and bug fixes. Export to Unreal Engine One of the most important additions in GrowFX 2.2.0 is the new export workflow for Unreal Engine. GrowFX can now export plant models together with Pivot Painter 2 data, making it possible to use GrowFX vegetation in Unreal Engine with hierarchical wind animation. This workflow exports the model as FBX and generates the required Pivot Painter 2 textures for Unreal Engine materials. In this example, the tree was created in GrowFX, exported to Unreal Engine, and animated using the Pivot Painter 2 workflow. You can also download the source file, as well as FBX and texture files: FraxinusExelsior.zip Space Colonization examples GrowFX 2.2.0 also introduces a new Space Colonization system. It can be used to generate natural-looking branching structures by filling defined spaces and following guide paths. Example 1: Max 2024 file: Tree_06.max Gfx file: Tree_06.gfxTree_06.mat In this example, Space Colonization is used to create a tree crown with fine organic branching. The branching structure is generated inside a defined space, making it easier to control the overall silhouette of the plant. Example 2: Max 2024 file: Shrubs_01.max Gfx file: Shrubs_01.gfxShrubs_01.mat This example shows how Space Clouds can be used to control the growth area. The new Sphere, Box, Custom Mesh, and Path cloud types make it possible to guide the generated branches in different ways depending on the model you want to create. GrowFX Reference node GrowFX 2.2.0 also introduces the new GrowFX Reference node. This node allows one GrowFX object to reference another GrowFX object and use selected parameters exported through Public Parameter nodes. This makes it possible to build reusable plant setups and then create multiple variations from the same original object. In this example, the tree on the left is the original base tree, while the trees on the right are several referenced variations with different tree heights. Max 2024 file: Tree_01.max GrowFX 1.9.9 SP13 We have also updated GrowFX 1.9.9 to Service Pack 13. GrowFX 1.9.9 SP13 adds compatibility with Autodesk 3ds Max 2027. It also includes compatibility improvements for the GrowFX 1.9.9 component included in GrowFX 2.2.0 and fixes a hierarchy generation bug. Download and release notes You can find the full release notes and download the latest demo version on our website: https://exlevel.com/releases/ https://exlevel.com/download/ Please feel free to ask if you've any questions. Thanks! 1 1 Quote Link to comment Share on other sites More sharing options...
fabiofbadmdf Posted June 3 Report Share Posted June 3 Hello, I am testing the new GrowFX 2.2 Unreal Engine export workflow using Pivot Painter 2. I successfully export: rgb_PivotPos_a_ParentIndexInt_UV_2.EXR However, I do not get the second texture used in the tutorial: rgb_XVector_a_XExtent... In the tutorial project, both textures are present and assigned to the material: Position and Index Texture X-Vector And X-Extent Texture My export settings are: Export FBX = ON Export PivotPainter2 Textures = ON Group by Path Color = ON UV Channel = 2 Create Hierarchy of Meshes = OFF Weighted Pivot = OFF The Position/Index texture is generated correctly, but no XVector/XExtent texture is exported. Could you please clarify: Is the XVector/XExtent texture supposed to be generated automatically? Does it require additional settings? Does it require Create Hierarchy of Meshes or Weighted Pivot? Is the workflow intended to work with existing tree meshes (such as Maxtree models) without splitting the tree into thousands of separate meshes? Thank you. Quote Link to comment Share on other sites More sharing options...
Eduard Posted June 3 Author Report Share Posted June 3 5 hours ago, fabiofbadmdf said: Hello, I am testing the new GrowFX 2.2 Unreal Engine export workflow using Pivot Painter 2. I successfully export: ... Hello, The XVector/XExtent texture should be generated automatically when Export PivotPainter2 Textures is enabled. It does not require any additional settings. It also does not require Create Hierarchy of Meshes or Weighted Pivot. These buttons generate intermediate objects that can be used with the original PivotPainter2.ms script. This is another way to obtain these textures, but it is a more time-consuming workflow. For the new Unreal Engine export workflow, you can simply click Export in the Export to Unreal Engine dialog, and GrowFX should export an FBX file and two Pivot Painter 2 textures: Position and Parent Index texture X-Vector and X-Extent texture If the second texture is not created in your case, please send me your model or a simplified test scene. I’ll check it and find out why this happens. Regarding existing tree meshes, the workflow is intended to export GrowFX vegetation without splitting the tree into thousands of separate meshes. However, for existing non-GrowFX meshes, the result may depend on how the model is structured and what hierarchy/pivot information is available. Thanks! Quote Link to comment Share on other sites More sharing options...
fabiofbadmdf Posted June 3 Report Share Posted June 3 3 hours ago, Eduard said: Hello, The XVector/XExtent texture should be generated automatically when Export PivotPainter2 Textures is enabled. It does not require any additional settings. It also does not require Create Hierarchy of Meshes or Weighted Pivot. These buttons generate intermediate objects that can be used with the original PivotPainter2.ms script. This is another way to obtain these textures, but it is a more time-consuming workflow. For the new Unreal Engine export workflow, you can simply click Export in the Export to Unreal Engine dialog, and GrowFX should export an FBX file and two Pivot Painter 2 textures: Position and Parent Index texture X-Vector and X-Extent texture If the second texture is not created in your case, please send me your model or a simplified test scene. I’ll check it and find out why this happens. Regarding existing tree meshes, the workflow is intended to export GrowFX vegetation without splitting the tree into thousands of separate meshes. However, for existing non-GrowFX meshes, the result may depend on how the model is structured and what hierarchy/pivot information is available. Thanks! Thank you for your reply. I'm also sending screenshots of my export screen, but it seems everything is selected according to the tutorial. The only file generated and exported is ...rgb_PivotPos_a_ParentIndexInt_UV_2.EXR One detail: these grwfx files are version 1.9 and I converted them to 2.2. MT_PM_V125_Carpinus_betulus_01.max MT_PM_V165_Phoenix_roebelenii_01.max Quote Link to comment Share on other sites More sharing options...
Eduard Posted June 3 Author Report Share Posted June 3 35 minutes ago, fabiofbadmdf said: Thank you for your reply. I'm also sending screenshots of my export screen, but it seems everything is selected according to the tutorial. The only file generated and exported is ...rgb_PivotPos_a_ParentIndexInt_UV_2.EXR One detail: these grwfx files are version 1.9 and I converted them to 2.2. Thank you for sending the files and screenshots. I tested both of your scenes on my side, and both Pivot Painter 2 textures were generated correctly for each file: MT_PM_V165_Phoenix_roebelenii_01_06_rgb_XVector_a_XExtentDividedby2048reaches2048_UV_2.TGAMT_PM_V165_Phoenix_roebelenii_01_06_rgb_PivotPos_a_ParentIndexInt_UV_2.EXRMT_PM_V125_Carpinus_betulus_01_06_rgb_XVector_a_XExtentDividedby2048reaches2048_UV_2.TGAMT_PM_V125_Carpinus_betulus_01_06_rgb_PivotPos_a_ParentIndexInt_UV_2.EXR Your export settings look correct, so this does not seem to be caused by the model or by missing export options. The TGA texture should be generated automatically together with the EXR texture. One thing I noticed in your screenshot is that the output folder is set directly to: C:\ Please try exporting to a normal writable subfolder instead, for example: C:\Temp\GrowFX_Export\ or D:\GrowFX_Export\ Writing directly to the root of the system drive is not recommended. Depending on Windows permissions, security settings, antivirus, or controlled folder access, some files may fail to be created or overwritten there. Also make sure that: - Overwrite Existing Files is enabled. - The old TGA file is not open in another application. - The output folder is not read-only. Also keep in mind: for wind animation setup in Unreal Engine, you should also group several hierarchy levels together by Path Color so that the final hierarchy has no more than about 4 main levels, for example: (trunk -> branches -> smaller branches -> leaves). Please try exporting to a separate folder and let me know if the TGA texture is still not created. Thanks! Quote Link to comment Share on other sites More sharing options...
fabiofbadmdf Posted June 3 Report Share Posted June 3 51 minutes ago, Eduard said: Thank you for sending the files and screenshots. I tested both of your scenes on my side, and both Pivot Painter 2 textures were generated correctly for each file: MT_PM_V165_Phoenix_roebelenii_01_06_rgb_XVector_a_XExtentDividedby2048reaches2048_UV_2.TGA 30.1 kB · 1 download MT_PM_V165_Phoenix_roebelenii_01_06_rgb_PivotPos_a_ParentIndexInt_UV_2.EXR 60.56 kB · 1 download MT_PM_V125_Carpinus_betulus_01_06_rgb_XVector_a_XExtentDividedby2048reaches2048_UV_2.TGA 66.24 kB · 1 download MT_PM_V125_Carpinus_betulus_01_06_rgb_PivotPos_a_ParentIndexInt_UV_2.EXR 133 kB · 1 download Your export settings look correct, so this does not seem to be caused by the model or by missing export options. The TGA texture should be generated automatically together with the EXR texture. One thing I noticed in your screenshot is that the output folder is set directly to: C:\ Please try exporting to a normal writable subfolder instead, for example: C:\Temp\GrowFX_Export\ or D:\GrowFX_Export\ Writing directly to the root of the system drive is not recommended. Depending on Windows permissions, security settings, antivirus, or controlled folder access, some files may fail to be created or overwritten there. Also make sure that: - Overwrite Existing Files is enabled. - The old TGA file is not open in another application. - The output folder is not read-only. Also keep in mind: for wind animation setup in Unreal Engine, you should also group several hierarchy levels together by Path Color so that the final hierarchy has no more than about 4 main levels, for example: (trunk -> branches -> smaller branches -> leaves). Please try exporting to a separate folder and let me know if the TGA texture is still not created. Thanks! Hello, Thank you very much for your help and for testing the files on your side. I found the cause of the issue. In my screenshots, I changed the output path to simply "C:" to hide my Windows username and personal folder information before posting the images. However, the actual export location I was using was my Desktop folder, which is synchronized by OneDrive. Following your suggestion, I tried exporting to a different local folder that is not synchronized by OneDrive, and the problem was immediately resolved. Both Pivot Painter 2 textures are now generated correctly, including the XVector/XExtent TGA file. So it appears the issue was related to OneDrive synchronization or file access permissions during export, not to GrowFX itself or the models. Thank you again for the quick response, for testing my files, and for helping me identify the source of the problem. Best regards, Fabio Quote Link to comment Share on other sites More sharing options...
Eduard Posted June 3 Author Report Share Posted June 3 51 minutes ago, fabiofbadmdf said: Hello, Thank you very much for your help and for testing the files on your side. I found the cause of the issue. In my screenshots, I changed the output path to simply "C:" to hide my Windows username and personal folder information before posting the images. However, the actual export location I was using was my Desktop folder, which is synchronized by OneDrive. Following your suggestion, I tried exporting to a different local folder that is not synchronized by OneDrive, and the problem was immediately resolved. Both Pivot Painter 2 textures are now generated correctly, including the XVector/XExtent TGA file. So it appears the issue was related to OneDrive synchronization or file access permissions during export, not to GrowFX itself or the models. Thank you again for the quick response, for testing my files, and for helping me identify the source of the problem. Best regards, Fabio Hello Fabio, Thank you for the update. I'm glad everything is working correctly now and that both Pivot Painter 2 textures are generated as expected. Thanks again for testing this and for sharing the result. This may be helpful for other users as well. Best regards, Eduard Quote Link to comment Share on other sites More sharing options...
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