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Eduard

GrowFX 1.9.9 SP4 Released

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Hi Everyone,
 
GrowFX 1.9.9 (Service Pack 4) is now available.
 
What's new:
 
+ Added a Playback Options in the Cache mode settings;
+ Many bugs are fixed.
 


 

CacheMode_1.png
 
We also improved the playback of the cache files. For example, if you recorded a tree growth animation from 0 to 300 frames, and you want to start growing from frame 500. To do this, you need set the Start Frame = 500, and before the frame 500 your tree will exist as it was recorded in frame 0, and after frame 800 your tree will exist as it was recorded in frame 300.

Also you can record animation frames as you like. For example, you can first record frames from 0 to 100, then record frames from 101 to 200. In this case, the previous frames (0 to 100) will not be deleted. And to combine them, you just need to load any frame, for example, the file tree_000000000.gfxcache, in this case GrowFX will ask:
 
Do you want to open a sequence of files:
tree_000000000.gfxcache
...
tree_000032000.gfxcache?
 
And if you click Yes, the master file tree.gfxcache will be overwritten, and you can play the animation from 0 to 200 frames.

Please feel free to ask if you have any questions.

Thanks!

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Hi Eduard.

 

does it work wit Max 2018? I'm just thinking about whether I'm brave enough to give Autodesk's newest version a try...

 

Hi archaeotect,

 

We've already prepared this version, and soon we'll release it.
If you need it now, please contact us at support@exlevel.com
 
Thanks!

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Hi Eduard,

does this release fix the issues with Count rate % and Chaos Count % of distributors ?

please tell me it appears in the many bugs fixed list ! :)

 

In the thread i opened in the technical question board about count rate % problems, you were talking about investigating the problem (once again, it seems to me it is the kind of simple algo that should definitely work properly).

 

About the vertical random offset parameter, you gave me a link to an old thread from marsh 2013 where you were already talking about implementing this simple parameter soon (here), instead of using additional path, and make even more complex what is most of the time complex enough for a full tree hierarchy.

 

Thanks.

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Hi Eduard,

does this release fix the issues with Count rate % and Chaos Count % of distributors ?

please tell me it appears in the many bugs fixed list ! :)

 

In the thread i opened in the technical question board about count rate % problems, you were talking about investigating the problem (once again, it seems to me it is the kind of simple algo that should definitely work properly).

 

About the vertical random offset parameter, you gave me a link to an old thread from marsh 2013 where you were already talking about implementing this simple parameter soon (here), instead of using additional path, and make even more complex what is most of the time complex enough for a full tree hierarchy.

 

Thanks.

 

Hi Matt,

 

Finally, we've solved the problem with Chaos Count % and Count rate % for the Distributors. And for this, we plan to release version 1.9.9 SP5. And if you want, I can send you an update for testing. To do this, please let me know your 3ds Max version.

 

Thanks!

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Hi Matt,

 

Finally, we've solved the problem with Chaos Count % and Count rate % for the Distributors. And for this, we plan to release version 1.9.9 SP5. And if you want, I can send you an update for testing. To do this, please let me know your 3ds Max version.

 

Thanks!

Thank you for the fast feed back Eduard, i m using 2012 version.

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