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The Future of GrowFX


archaeotect

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Hi archaeotect,

 
Yes, you're right, the development of version 2.0 greatly delayed. Just the current version of GrowFX very much integrated into 3ds Max, and we want to make an independent product. Also, the new version 2.0 will have a node based user interface, so in fact, this version is developed from scratch.
At the moment it's not finished yet, and there is still a lot of work. Also, periodically we add new features to the current version, and it will also need to migrate into the new version. It takes a lot of time...
 
Thanks!
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Thank you very much! That's very interesting news.

 

I like to create my plants right within a 3ds Max scene, I think it's a great advantage, but I must admit it's wise for Exlevel to become more independent and to develop new options. Who knows where Autodesk's business model is heading!

As long as you keep up the good work fixing bugs in 1.9.x versions I have no problem with you releasing 2.0 when you think it's ready. That's far better than releasing unfinished or broken software just to fit a fixed schedule. Take your time.

I must admit I'm not always a big fan of node-based interfaces. Two examples: Between itoo's ForestPack and RailClone I find RailClone's node-editor much slower and more cumbersome to work with. The same goes for Max's slate material editor compared to the old one. But that might be a matter of personal taste. I can certainly see how nodes might make sense for GrowFX affects, for example.

 

Last but not least I really appreciate how you always respond  to our questions!

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Thank you very much! That's very interesting news.

 

I like to create my plants right within a 3ds Max scene, I think it's a great advantage, but I must admit it's wise for Exlevel to become more independent and to develop new options. Who knows where Autodesk's business model is heading!

As long as you keep up the good work fixing bugs in 1.9.x versions I have no problem with you releasing 2.0 when you think it's ready. That's far better than releasing unfinished or broken software just to fit a fixed schedule. Take your time.

 

I must admit I'm not always a big fan of node-based interfaces. Two examples: Between itoo's ForestPack and RailClone I find RailClone's node-editor much slower and more cumbersome to work with. The same goes for Max's slate material editor compared to the old one. But that might be a matter of personal taste. I can certainly see how nodes might make sense for GrowFX affects, for example.

 

Last but not least I really appreciate how you always respond  to our questions!

 I am also not a huge fan of Node interfaces.....but in the case of GrowFX it may be quicker/better? GrowFX objects have a lot of relationships especially if you use the Affects a lot, and I think this important function gets lost on people due to the fact the linkages are not initially visible. You just don't get that visual linkage that may help a lot of people.  Many people have trouble with the current interface and many don't use GrowFX because of it, so it may be better for a lot of people out there.

 

I believe the future of GrowFX is awesome...the same way it is at the present :)

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Don't worry, the node editor works quite fast :)

 

First, we searched for a way to fast display a window with nodes. As a result, we decided to use OpenGL. Then we tested this engine, we created automatically around 1000 nodes, and it also works quickly. There's no any slowdowns.

We made it so that when you zoom out the window, the nodes are degrading, ie like using LODs. When you zoom in, the nodes outside the screen are not evaluated.

 

Thanks!

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