TKT Posted April 4 Report Share Posted April 4 Any tips of stopping these planes from bunching up? I want to spread them around more evenly so they hang low, and kind of rotate out all around in like 260 degree arc so when looking at the tree it seems fuller at all angles. currently if you look at the screen shots they are bunching up heavily and looking rather flat! I've got them on a pathpos and pathdis, cant seem to get the rotations to work how i want though. any pointers? Quote Link to comment Share on other sites More sharing options...
Miroslav Kovac Posted April 6 Report Share Posted April 6 Hello TKT, to achieve more natural result of your IG leaves, you need to apply at least bend modifier in 3ds max modifier stack across your editable poly leaf, then is good to affect pivot and change the direction of Z axis along with the leaf (see attached img), then within IG mesh is parameter to deform along the path (and the correct work is dependent of Z pivot positioning). Also you need to work more on the branch structure, maybe add leaf stems path before IG leaf path(there you can apply VecOrient to affect position of the next path,which is you IG leaves and move them to natural position parallel to ground), as in my example, attached 2020 max file and example img. So the main problem is as I guess in the pivot position of IG mesh leaves and also the branch/small twigs structure. Hope it helps, regards Miro IG_leave_orientation.max Quote Link to comment Share on other sites More sharing options...
TKT Posted April 11 Author Report Share Posted April 11 On 4/6/2023 at 3:27 PM, Miroslav Kovac said: Hello TKT, to achieve more natural result of your IG leaves, you need to apply at least bend modifier in 3ds max modifier stack across your editable poly leaf, then is good to affect pivot and change the direction of Z axis along with the leaf (see attached img), then within IG mesh is parameter to deform along the path (and the correct work is dependent of Z pivot positioning). Also you need to work more on the branch structure, maybe add leaf stems path before IG leaf path(there you can apply VecOrient to affect position of the next path,which is you IG leaves and move them to natural position parallel to ground), as in my example, attached 2020 max file and example img. So the main problem is as I guess in the pivot position of IG mesh leaves and also the branch/small twigs structure. Hope it helps, regards Miro IG_leave_orientation.max 728 kB · 0 downloads thank you! will have a play with this, I was trying to get them to deform to the path but they didn't seem to want to play ball. I think I had something interfering with some of the direction modifiers. will take a look at that max file you attached and try to restructure it! Quote Link to comment Share on other sites More sharing options...
TKT Posted April 13 Author Report Share Posted April 13 On 4/6/2023 at 3:27 PM, Miroslav Kovac said: Hello TKT, to achieve more natural result of your IG leaves, you need to apply at least bend modifier in 3ds max modifier stack across your editable poly leaf, then is good to affect pivot and change the direction of Z axis along with the leaf (see attached img), then within IG mesh is parameter to deform along the path (and the correct work is dependent of Z pivot positioning). Also you need to work more on the branch structure, maybe add leaf stems path before IG leaf path(there you can apply VecOrient to affect position of the next path,which is you IG leaves and move them to natural position parallel to ground), as in my example, attached 2020 max file and example img. So the main problem is as I guess in the pivot position of IG mesh leaves and also the branch/small twigs structure. Hope it helps, regards Miro IG_leave_orientation.max 728 kB · 1 download Hey just to say thanks again, this little scene helped clear my head a bit and understand what was messing with what. Still got some things to sort out but its coming along quite nicely! lil screen grab from UE5.1 - using growfx and its hierarchy export to mesh and then pivotpainter2.0 & textures.com to try and get some more detail into real time trees we have. 1 Quote Link to comment Share on other sites More sharing options...
Miroslav Kovac Posted April 13 Report Share Posted April 13 Hello TKT, it is really beautiful result you have achieved, I am glad that could help in some way to bypass creative obstacles We GrowFX community have to educate and guide each other to improve our skills with this lovely vegetation software. 1 Quote Link to comment Share on other sites More sharing options...
Aashi Posted May 16 Report Share Posted May 16 On 4/14/2023 at 1:59 AM, Miroslav Kovac said: Hello TKT, it is really beautiful result you have achieved, I am glad that could help in some way to bypass creative obstacles We GrowFX community have to educate and guide each other to improve our skills with this lovely vegetation software. Hi friend I appreciate your warm words. The GrowFX community needs to work together and support one another in order to grow and learn. Let's keep exchanging knowledge and encouraging one another to improve our abilities with this fantastic vegetation programme.networth Quote Link to comment Share on other sites More sharing options...
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