raistlin Posted January 27, 2011 Report Share Posted January 27, 2011 Hi! I'm trying just for now the metamesh option (a lot of job for 2 month ) and i want to build a new tree, so i'm decided to build a simple tree to look around, and i' afraid with the time needed to compute a meta mesh trunk and branches... If we can have a simple tutorial to explain that, and "how to obtain a metamesh preview" for exemple, it could be great..; Because 5 min to generate a simple metamesh with 2 trunk and 5 branches... I just don't want to test it with many more items... And, i'm using a bi-pro xeon x5520 with 18 go ram... Not a computer problem lol! Many thanks! Raistlin Quote Link to comment Share on other sites More sharing options...
Eduard Posted January 27, 2011 Report Share Posted January 27, 2011 Hi Raistlin, Please try to increase the Face size value for all MetaMesh builders of all paths. It's much reduce generation time. When you are finished setting your tree, set the previous values. Also, use the following options: 1. Turn on Stop stitching for branches; 2. Turn on Stop stitching for the trunk, and set Stop after pos is equal to 70% (for example). Of course, we'll soon make a new tutorials, and there will be shown how to create plants with metamesh. Cheers Quote Link to comment Share on other sites More sharing options...
raistlin Posted January 27, 2011 Author Report Share Posted January 27, 2011 Hi Raistlin, Please try to increase the Face size value for all MetaMesh builders of all paths. It's much reduce generation time. When you are finished setting your tree, set the previous values. Also, use the following options: 1. Turn on Stop stitching for branches; 2. Turn on Stop stitching for the trunk, and set Stop after pos is equal to 70% (for example). Of course, we'll soon make a new tutorials, and there will be shown how to create plants with metamesh. Cheers Ok i'll try it immediatly! many thanks Quote Link to comment Share on other sites More sharing options...
raistlin Posted January 27, 2011 Author Report Share Posted January 27, 2011 Ok i'll try it immediatly! many thanks i'm just thinking about a great thing, maybe? The hability to use a cylinder mesh to preview the metamesh and turn on when we have ended everything? no? Quote Link to comment Share on other sites More sharing options...
Eduard Posted January 27, 2011 Report Share Posted January 27, 2011 i'm just thinking about a great thing, maybe? The hability to use a cylinder mesh to preview the metamesh and turn on when we have ended everything? no? Yes, it's a great idea, and you can use these builders as you see fit . Quote Link to comment Share on other sites More sharing options...
raistlin Posted January 28, 2011 Author Report Share Posted January 28, 2011 Yes, it's a great idea, and you can use these builders as you see fit . Oh : you make my day... I've just realise (ok just ne day on grow fx lol) that we caan convert cylider mesh to meta mesh in one clic ! Love that ! Quote Link to comment Share on other sites More sharing options...
Javadevil Posted January 29, 2011 Report Share Posted January 29, 2011 Oh : you make my day... I've just realise (ok just ne day on grow fx lol) that we caan convert cylider mesh to meta mesh in one clic ! Love that ! How do you do that ? I've found if I add a metamesh I still have to copy all the parameters from cylinder mesh to metamesh. I've noticed when building the metamesh growfx doesn't use my cpu cycles ? only uses around 30% CPU ? cheers Quote Link to comment Share on other sites More sharing options...
Eduard Posted January 29, 2011 Report Share Posted January 29, 2011 How do you do that ? I've found if I add a metamesh I still have to copy all the parameters from cylinder mesh to metamesh. We've created a small update, and about this is declared here: http://exlevel.com/forum/index.php?/topic/21-we-have-updated-growfx-150-sp1/ Maybe you should update your version I've noticed when building the metamesh growfx doesn't use my cpu cycles ? only uses around 30% CPU ? Yes, this is possible because metamesh can't work on all CPU cores. Ie its basic algorithm is not multithreaded. Cheers Quote Link to comment Share on other sites More sharing options...
Javadevil Posted January 29, 2011 Report Share Posted January 29, 2011 Also cancelling a metamesh during creation takes nearly as long as letting it create the mesh. cheers Quote Link to comment Share on other sites More sharing options...
Eduard Posted January 29, 2011 Report Share Posted January 29, 2011 Also cancelling a metamesh during creation takes nearly as long as letting it create the mesh. What happens when you cancel: 1. Completion the current iteration of the creation metamesh; 2. Calculation UVW-coordinates (if enabled); 3. Builds a resulting mesh, by using available metamesh data; This algorithm allows you to see the unfinished result, without waiting for build full completion. Most likely, you have a very complex model, as a result, one of the above items makes for a long time. Of course, later we'll improve all this algorithms. Cheers Quote Link to comment Share on other sites More sharing options...
Javadevil Posted January 30, 2011 Report Share Posted January 30, 2011 Thanks Eduard, I don't know how I missed the SP1 anyway I gave it a quick go and the converter is very nice. Is there a way to convert all trunks in one hit or does it have to be done manually one by one ? Is it best to turn off UVW mapping until the end ? when the model is finished ? cheers Quote Link to comment Share on other sites More sharing options...
Eduard Posted January 30, 2011 Report Share Posted January 30, 2011 Is there a way to convert all trunks in one hit or does it have to be done manually one by one ? Yes, at this moment only one by one. How you see a solution for this problem? Is it best to turn off UVW mapping until the end ? when the model is finished ? To do this, open the "Global Meta Settings", and turn off "Generate UVW Mapping". When you finished setting tree, you can enable this option. Keep in mind, you can overlook the importance of the "UVW weight %" values, but this parameter can be set up later... Cheers Quote Link to comment Share on other sites More sharing options...
tsvilans Posted July 21, 2011 Report Share Posted July 21, 2011 Hi! First post I've been playing around with GrowFX recently, I've been using Onyx before but find creating foliage in GrowFX much more intuitive and controllable. I've been having problems with UV mapping and metameshes: it doesn't seem to map properly. The texture is broken up way too much, and is not continuous, especially around branch joints and such... Are there any tutorials about UV mapping for metameshes? Is there something I'm missing? I've been playing around with the absolute length/width parameters but to no avail. Any help would be much appreciated! Quote Link to comment Share on other sites More sharing options...
Eduard Posted July 21, 2011 Report Share Posted July 21, 2011 Hi! First post I've been playing around with GrowFX recently, I've been using Onyx before but find creating foliage in GrowFX much more intuitive and controllable. I've been having problems with UV mapping and metameshes: it doesn't seem to map properly. The texture is broken up way too much, and is not continuous, especially around branch joints and such... Are there any tutorials about UV mapping for metameshes? Is there something I'm missing? I've been playing around with the absolute length/width parameters but to no avail. Any help would be much appreciated! Please send me your model, I'll look how to solve this problem. I'm sure it can be solved. Quote Link to comment Share on other sites More sharing options...
tsvilans Posted July 21, 2011 Report Share Posted July 21, 2011 Please send me your model, I'll look how to solve this problem. I'm sure it can be solved. Ok, thanks! I've attached it to my post. I'm using the latest GrowFX version, Max 2012, hope that helps... gum-tree-light.max Quote Link to comment Share on other sites More sharing options...
Eduard Posted July 21, 2011 Report Share Posted July 21, 2011 Ok, thanks! I've attached it to my post. I'm using the latest GrowFX version, Max 2012, hope that helps... Thanks! Please set for all MetaMeshes UVW weight equal to 100, and in Global Meta Settings turn off the Rebuild extralarge faces and Rebuild extrasmall faces. Then, because I don't have your texture, set size of the map in the UVW Mapping parameters. Cheers Quote Link to comment Share on other sites More sharing options...
tsvilans Posted July 21, 2011 Report Share Posted July 21, 2011 Thanks! Please set for all MetaMeshes UVW weight equal to 100, and in Global Meta Settings turn off the Rebuild extralarge faces and Rebuild extrasmall faces. Then, because I don't have your texture, set size of the map in the UVW Mapping parameters. Cheers Thanks for the tips, but it still doesn't work I only changed the UVW weight and the Global Meta Settings to see if they helped, which they *kind* of did, but obviously not... I have two trunks that start at the ground and are merged with Metamesh, is that a problem? EDIT: Nevermind! It seems to work now... I'll keep you posted if there are any more problems. Thanks again for your quick help! Quote Link to comment Share on other sites More sharing options...
Eduard Posted July 21, 2011 Report Share Posted July 21, 2011 Thanks for the tips, but it still doesn't work I only changed the UVW weight and the Global Meta Settings to see if they helped, which they *kind* of did, but obviously not... I have two trunks that start at the ground and are merged with Metamesh, is that a problem? EDIT: Nevermind! It seems to work now... I'll keep you posted if there are any more problems. Thanks again for your quick help! Nevertheless, I attached the modified file with my texture... Here I don't turned off the options in the Global Meta Settings. Note: After opening turn off the Manual update... Cheers gum-tree-light_3.zip Quote Link to comment Share on other sites More sharing options...
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