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Tema: Increible Plugin gwIvy

  1. #1
    Miembro Nuevo
    Fecha de ingreso
    Jun 2005

    Increible Plugin gwIvy

    Muy señores mios:

    He estado buscando algunosplugins interesantes, y me he encontrado con gwIvy para max2008 y 2009. Nos permite crear enredaderas muy realistas, pero el problema es que no posee un tutorial que permita crear más que una plantita de 10 cm de largo. Es penosos pero real, y me gustaría saber si alguien lo conoce o sabe de algún tutorial que permita aclarar algunas dudas.
    Guruware es la empresa que realiza este y otros plugins pero con el tutorial que ellos tienen poca cosa se puede hacer. Visiten la web para ver los resultados, ya que como soy nuevo en el foro no puedo poner direcciones web.
    Tambiénencontraran el plug en la web de

    esta imagen creo que muestra muy bien lo que este plugin puede hacer.

    Hasta pronto.
    Miniaturas adjuntadas Miniaturas adjuntadas Increible Plugin gwIvy-ivy.jpg  
    Última edición por 3dpoder; 02-03-2009 a las 13:31

  2. #2
    Relojero 3D Avatar de kiko_L
    Fecha de ingreso
    Dec 2005

    Re: Increible Plugin gwIvy

    Has mirado en la página bien no? porque explica como usarlo

    ivy's are designed to grow in scenes with real-world scale !!
    ivy's don't look that nice on a 500m tree... so, try to use this max-feature...
    growing an ivy is actually as easy as writing a plugin )
    it's even more easy if you read what's written below...

    1) plant an IvyRoot
    2) hit the "Grow" button
    3) watch it growing in your viewport
    4) stop growing by hitting the "Grow" button again
    5) a Multi/Sub-Object Material is already assigned for mapping your ivy
    6) want a grow-animation? - set keyframes for the ivy age

    versión 0.76b changes:
    - increased ranges for spinners (request)
    - 3ds Max 7/8 versión (request)
    - better leaf-orientation algo, i think...

    versión 0.8b changes:
    - load/save presets (requested)
    - variable vertex colors by leaf-age (requested)
    - fixed: when changing cs-distance branches were too thin

    versión 0.81b changes:
    - increased ranges for spinners again (request)

    versión 0.82b changes:
    - fixed: when using backburner ivys were moved to world center
    - fixed: crash when deleting a growing ivy

    versión 0.9b changes:
    - fixed: non-visible deselected ivy at age=0 (since 3ds max 2009)
    - fixed: bug in preset-loader (leaf-size was never read)
    - fixed: bug in root-mesh creation (diameter of crossections was wrong for last 3 nodes of a branch)
    - fixed: branches had flipped uv's
    - removed: "visible edges" option (produced too much confusion)
    - new: age can be adjusted beyond iterations of growth, age is shown in bold if above iterations
    - new: pickable leaf geometry (any geom. object, helpers or linked geometry with materials and múltiple map-channels)
    - new: transform override for referenced leaves

    versión 0.91b changes:
    - fixed: crash when clicking in viewport while ivy is growing

    ok, lets grow one...

    first you need to place an ivy-root into your scene, but where to find this thing?

    go to "Create" panel -

    choose "Geometry" -

    select "Guruware" from the list -

    chek "AutoGrid" -

    select the "gwIvy" object -

    add the object somewhere in your scene, the ground is a good place for an Ivy-Root,
    but you can put it anywhere you want, only make sure its not below a face (it won't grow through backside of faces)
    you can move an exiting ivy in your scene, rotate and scale won't work (as designed)
    if it should grow up, you need to place it near a wall, or it will mostly creep around on the ground (if there is one)

    if you have a real-world scaled scene, you don't have to change any parameters in the "Grow-Params" Rollout
    this bunch of spinners are only for fine-tuning the grow-process - should be obvious what they do...
    if your scene is not scaled correct (real-world), you will have a hard time figuring out working values

    - max. grow-size per iteration

    - amount of growing up

    - amount of last grow-direction

    - random influence

    - gravity influence - usually down

    - adhesion strength (attraction to mesh)

    - max. distance to mesh where adhension will influence growth

    - branching probability

    - max. floating length of a branch before it will die

    - variation of max. length

    - max. number of parents (0 = just one branch without child-branches)

    - some seed for the randomizers

    - number of threads to use when growing - up to cpu's/cores of your system

    - start/stop grow process

    - age of grown ivy (used iterations), the one and only aniamteable parameter

    - stop grow at specified age (when enabled), so you can go for a coffee while it grows

    - live branches of ivy, only live branches are growing

    - nice to see how long it took...

    now hit the "Grow" button and watch magic at work
    while it's growing you can still navigate in your viewport (as long as you don't deselect the growing ivy),
    or setup your materials, or whatever...

    after growing you might want to adjust some mesh parameters to give it the look you want

    size of an ivy branch (radius) -

    random seed -
    (for leaf distribution/orientation)

    size of leaves -

    - number of branch-sides

    - distance of crossections
    (to reduce face-count)

    - add some chaos to the leaf-orientation

    - density of leaves on a branch

    here you set visibility of ivy-branches and leaves for viewport AND rendering

    - Main Branch: the first branch having no parents

    - Old Branches: branches with parent- and child-branches

    - Young Branches: branches with parent-branches only

    - smooth branch-mesh

    when you create an ivy a Multi/Sub-Object Material is already assigned to it
    gwIvy01 has material IvyMaterial01 asigned, gwIvy02 has material IvyMaterial02, etc...

    open the material-editor and pik the material from the ivy using the eye-dropper

    ivy-textures can be found at Thomas Luft's Ivy Generator page
    the used images for such leaves are "pointing down", most textures for leaves are pointing up
    for me leaves are hanging down from plants... and Z is up - but that's another story

    you get a material with one slot for the branches and 12 slots for leaves (you don't need to use all of them)
    each leaf-material got a RGB Multiply map, with the diffuse leaf texture and a Vertex Color map
    on creation of an ivy 2 maps are generated for you (_ivy_d.tga and _ivy_o.tga)
    this textures are put into the first foud map directory (usually maxRoot/maps), they will be your standard textures
    for each new created ivy
    this 2 maps are not overwritten when they are already available, so you can exchange them with your own
    default leaf textures

    in the ivy's texture-rollout you set how to apply the branch texture, number of the leaf-materials,
    the amount of each leaf-material to use, and vertex colors for each leaf material

    - usage of vertexcolors on/off

    - defines the height of the used texture, tiled along a branch

    - rotation of branchtexture (in degrees)

    - number of texture-twists along a branch

    - random seed for leaf-material distribution

    - number of leaf-materials to use

    - amount of leaf-material #1 and vertex colors

    - amount of leaf-material #2 and vertex colors

    - amount of leaf-material #3 (last used leaf-material is calculated) and vertex colors

    - amounts for old branches and vertex colors

    - amounts for young branches and vertex colors

    - update leaves after adjustments
    unchek auto-update below if you have a heavy ivy-mesh and things get slow

    - auto-update leaves when adjusting spinners

    you can copy vertex color settings between leaf materials by drag/drop from one vertex-color button to another
    or swap settings by holding down CTRL while doing this drag/drop (without an annoying dialog asking you what to do)

    this dialog appears when clicking on one of the vertex-color buttons next to the ammount spinners

    - tells you which leaf-material you are working on

    - Color variation (different for each color below)

    - Color space where variation takes place (RGB or HSV)

    - R or H - variation

    - G or S - variation

    - B or V - variation

    - Color setting by leaf-age, again... leaf-age, NOT ivy age !!!
    this way you can have the leaves change color while the ivy grows older
    the possibilities are...
    ... not endless, but there are some

    - on: tuns usage of this color setting on/off

    - age: the leaf-age when this color is to be used
    the color is interpolated between the prev. color and this one

    - color: well... the color

    - pL: use this color per leaf
    when off, each vertex of a leaf will get a different color

    some notes on usage:

    to make this work, turn on "Use Vertex Colors" in Texture-Rollout
    open material-editor and disable all maps in viewport (can be found in mat-edits menu)
    now you should see the colors change on the leaf quads

    if you want to see you leaf with opacity in viewports, you have to unchek the corresponding diffuse-map
    in material-editor - a "global-diffuse-off-switch" in texture-roolout would turn off all diffuse-maps in your scene,
    that's why there is no such switch in the ivy-rollouts

    variations and colorspace for each color can be different (except for Hue)
    try to avoid using Hue-variations when animating
    when turning off the pL-switch for a vertex color, do this for all used colors

    make sure "Redraw Scene On Window Expose" is ON, or you get no viewport-response when changing colors

    here it is, the highly demanded custom leaf geometry... happy now?

    - on/off using this geometry (if not, internal leafquad is used again)

    - pick-button to pik your custom leaf geometry

    - on/off transform override - double-clik opens "transform dialog"

    pik any geometry object or helper in your scene to use as leaves (including linked children), nurbs alos if you wish...
    the current ivy-material is updated, including all used map-channels on references
    this references can be animated, eq. you can add growing bananas onto your ivy, or bipeds...
    or add some animated noise to a leaf geometry to simulate wind...

    leaf-size in mesh-rollout will have no effect on leaf-references, alos vertexcolors from texture-rollout are not used,
    vertexcolors have to be set on the used reference (if needed)

    you can copy transform settings between references by drag/drop from one transform button to another
    or swap settings by holding down CTRL while doing this drag/drop (without an annoying dialog asking you what to do)

    take care what you do... using a 10.000 poly mesh as a leaf for 50.000 leaves on the ivy is not working so good

    this dialog appears when double-clicking on one of the tranform buttons in LeafMeshes rollout

    - tells you which leaf-reference you are working on

    - tanslation and variations for a reference

    - use local leaf-space or word space

    - rotation and variations for a reference

    - relative or absolute rotation

    - scale and variations for a reference

    - use local leaf-space or word space

    should be obvious what this one does...

    - Load and Save of Presets

    each and every value is stored in such a preset, including vertexcolor settings and transform overrides

    additional notes:

    ivy's shouldn't grow on Windows, correct?
    to inform the ivy of such situations you have to freeze your window-meshes
    this way such a frozen mesh will still be used for collision-detection,
    but the branches will die there faster than on unfrozen meshes
    if you have a modifier applied to an ivy you won't see it growing in viewports (no mesh is generated while growing)

    to speed-up growing:

    - turn off "Use Selection Brackets"
    - hide all objects where it won't grow anyway, too much faces in your scene will slow down the grow-process
    - whenever possible split big meshes into some smaler ones, but having 10.000 objects alos doesn't help much
    - disable all modifiers you might have on top of an ivy-object

    if the ivy isn't growing the way you want, you can stop growing any time,
    adjust age and/or grow-params and start growing again

    having any questions? - feel free to asque (you will see my e-mail addr. when clicking on the donate-button)
    you don't have to donate at this point, it just keeps me from geting spamed...

    and now... have fun!
    Yo lo use para este modelo y sin duda es muy fácil de utilizar. Si tienes cualquier duda me comentas, aunque tampoco lo use mucho porque enseguida conseguir resultados que me gustaron

    Busto de piedra - Troll
    Última edición por 3dpoder; 02-03-2009 a las 13:43

  3. #3
    Senior Member Avatar de maenri
    Fecha de ingreso
    Aug 2005

    Re: Increible Plugin gwIvy

    ya tiene unos años ese plugin. Es muy bueno si.

    Yo no le veo dificultad alguna, es muy simple su funcionamiento y su configuración. Sólo es dejar crecer y pausarlo cuando tengamos lo que queremos.

  4. #4
    Miembro Nuevo
    Fecha de ingreso
    Jun 2005

    Re: Increible Plugin gwIvy

    Hola chicos, lo intentaré de nuevo. Ustedes dicen que si sigo las instrucciones del tutorial que tengo, solo tengo que dejar que crezca?, es decir que le voy a "crecer" (en años) y así voy viendo los resultados?.Igual no tengo el buen plug, aunque va bien creo. Lo intentaré de nuevo y les cuento. por cierto en la escena de el "busto" como haces para que se acople a la cara o a los objetos? si esta en el manual ya me enterare pero si hay algo más les agradecería que lo citaran. Muchas gracias.

  5. #5
    Relojero 3D Avatar de kiko_L
    Fecha de ingreso
    Dec 2005

    Re: Increible Plugin gwIvy

    Pues hay un botón para decirle a que malla quieres que se acople (ahora no puedo mirarlo pero luego te comento). Y luego simplmente colocas el punto donde quieres que empiece a crecer (saldrá una cruz azul pekeñita) le das a grow y cuando quieras que pare le vuelves a dar al mismo botón

  6. #6
    Miembro Nuevo
    Fecha de ingreso
    Jun 2008

    Re: Increible Plugin gwIvy

    Acabo de descargarlo, no tenía ni idea de que existía.


  7. #7
    Arqui.... Q ? Avatar de kauce
    Fecha de ingreso
    Sep 2008

    Re: Increible Plugin gwIvy


  8. #8
    Arqui.... Q ? Avatar de kauce
    Fecha de ingreso
    Sep 2008

    Re: Increible Plugin gwIvy

    No maaanches, que fregon se ve esto he.... Graicas la verdad, si quedan muy bien, ya le seguí rascando y quedo muy padre

  9. #9
    Relojero 3D Avatar de kiko_L
    Fecha de ingreso
    Dec 2005

    Re: Increible Plugin gwIvy

    Lo mejor es que lo leas en ingles porque dudo que este en castellano.

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