Eduard Posted February 8, 2018 Report Share Posted February 8, 2018 Ok, we'll think how to proceed. Thanks! Quote Link to comment Share on other sites More sharing options...
Andrian Posted March 25, 2018 Report Share Posted March 25, 2018 On 2/5/2018 at 5:51 PM, Eduard said: Now we're preparing a new feature for drawing with a mouse and modifying the lines by control points in the viewport. That will be neat to have. I used that in speed tree, i would like to see that tech in growfx, even if its for branch "tweaking" purposes only. Im very impressed so far , i m using it with Redshift and it works like a charm. Node based workflow also works for me, is really common, railclone, octane, maya, max, fusion, etc.. Cant wait for that. Best regards -A Quote Link to comment Share on other sites More sharing options...
Bzuco Posted March 25, 2018 Report Share Posted March 25, 2018 I am also node based editors fan, but not allways, and I know why. If the software was developed from the beginning as node based, then users simply accept that fact. I remember, many students were not satisfied when autodesk decided to set slate material editor as default or caddy controls in editable poly. I hope that node GUI will be well designed and it will not take much space on screen (one monitor setup). I personally like current multi narrow window layout and its workaround. There is also enough space to see whole plant . My little wish is put as many as possible features to gFX before 2.0 . When it comes to that, I fully accept nodes...I hope that it does not slow down basic workflow. On 5. 2. 2018 at 4:51 PM, Eduard said: Krrol is our employee in Exlevel. I was curious... did she all the plants from her passion or what if she is working for exlevel...now it is clear . Quote Link to comment Share on other sites More sharing options...
wallworm Posted March 27, 2018 Report Share Posted March 27, 2018 While I'm a general fan of node-based editors in many situations, and I do look forward to it in the context of GrowFX, I personally appreciate that Eduard and team have been adding new features into the current version. Many new features have saved my ass in the last year as they have been specific tasks I needed to solve and Eduard added them. I 'm personally highly thankful that new features have continued to come along. I look forward to V2. But for me I'm thinking that the node system itself is a big enough feature, by itself, to warrant a new version. I think that GFX has one of the best track records of customer support of any company I've dealt with--and a large reason for that is quick responses of features to solve customer problems. 2 Quote Link to comment Share on other sites More sharing options...
Eduard Posted March 27, 2018 Report Share Posted March 27, 2018 9 minutes ago, wallworm said: While I'm a general fan of node-based editors in many situations, and I do look forward to it in the context of GrowFX, I personally appreciate that Eduard and team have been adding new features into the current version. Many new features have saved my ass in the last year as they have been specific tasks I needed to solve and Eduard added them. I 'm personally highly thankful that new features have continued to come along. I look forward to V2. But for me I'm thinking that the node system itself is a big enough feature, by itself, to warrant a new version. I think that GFX has one of the best track records of customer support of any company I've dealt with--and a large reason for that is quick responses of features to solve customer problems. Thank you very much! Just a multi narrow window layouts are no longer able to solve the ideas that we have, so we decided to develop a node editor. Later I'll show you a screenshot, and you'll understand what I'm talking about. Quote Link to comment Share on other sites More sharing options...
olejka2k Posted June 4, 2019 Report Share Posted June 4, 2019 On 3/25/2018 at 1:20 PM, Bzuco said: I am also node based editors fan, but not allways, and I know why. If the software was developed from the beginning as node based, then users simply accept that fact. I remember, many students were not satisfied when autodesk decided to set slate material editor as default or caddy controls in editable poly. I hope that node GUI will be well designed and it will not take much space on screen (one monitor setup). I personally like current multi narrow window layout and its workaround. There is also enough space to see whole plant . My little wish is put as many as possible features to gFX before 2.0 . When it comes to that, I fully accept nodes...I hope that it does not slow down basic workflow. I was curious... did she all the plants from her passion or what if she is working for exlevel...now it is clear . Because Slate Editor is made like a piece of shit. Totally not intuitive and not friendly. I am working in Unreal and I just totally love their node-based UI - blueprints and materials. I am working with iToo Soft Railclone - and I totally love it. I work in Nuke - and it's just awesome feel to work with their editor. I try to work in Slate Editor - and I want to kill someone. It is the matter of implementation. Quote Link to comment Share on other sites More sharing options...
Nik Posted January 11 Report Share Posted January 11 Hi Eduard, "Regarding the multithreading for metamesh, yes of course we'll try to implement it. But now we're implementing a feature called "After mesh modifiers", which allows to calculate the animation (eg wind) very quickly (without mesh calculation in each frame)." Is that feature available in 1.9 or 2 version ? and how can I use so I don't have to wait to regenerate mesh for each frame so long? Thanks Quote Link to comment Share on other sites More sharing options...
Nik Posted January 12 Report Share Posted January 12 Sorry I found it it is in the menu ..work great! Quote Link to comment Share on other sites More sharing options...
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