Check Bertrand’s full GH House making of article for more information about his work.Unexpected behavior on local transformations. FloorGenerator is a plugin for 3ds Max which generates floor objects consisting of individual boards which can easily be textured using MultiTexture.FloorGenerator 2.10 3ds Max 2020 217.5KBFloorGenerator is a plugin for 3ds Max which generates floor objects consisting of individual boards which can.In this how-to article Bertrand describes in detail the way he uses the Floor Generator Script using the GH House model as an example. Info: For 3ds Max 2022 added. Title: FloorGenerator Full 2.10 And MultiTexture for 3ds Max 2014-2022 Win x64. FloorGenerator Full 2.10 And MultiTexture for 3ds Max 2014-2022 Win x64.
Floor Max 2020 Download FloorGenerator 2Submitted by NiK684 on Tue, 11:29.Free Download FloorGenerator 2.10 for 3ds Max 2020 Full Software Programs, Crack, Cracked, Pro, Serial, Key, Activation, Latest Version for computer with.Back in the old days, I always struggled to create hardwood parquet floors that would work in any situation. In 1.4 Align was improved and should replace Rotate for such cases. Maybe it will be changed in future, but this method is the most reliable in terms of undo rotation.
Floor Max 2020 Generator Is AFloor Max 2020 Free Tools CameThe only restriction is that the splines must be closed (which is logical if you think of it). They are made to be used with the plugin, they are very high quality, and you’re certain to be using them over and over again.A great thing about the Floor Generator is that it uses splines to define the area to be covered with parquet. I couldn’t live without them.A side note – Good plank textures are notoriously hard to come by, so once you’ve dowloaded the free tools, do yourself a favour and buy some of CG-Source’s multi-texture maps. Both written by Bercon, aka Jerry Ylilammi of BerconMaps fame that do the work for you, not just faster but better and with a flurry of extra options.Since these free tools came out, I’ve hardly used anything else, not only for my parquets but also for all sorts of stone or tiled floor materials. But this was a protracted process and it was only really workable when the floors had reasonably simple shapes (basically rectangles).Then CG-Source came along with the 3ds Max script Floor Generator, and a plugin Multi Texture Map. Or they were detailed enough to be seen up close but did not cover large enough areas, showing repetitive patterns over a certain distance.Initially, I solved the dilemma by actually modeling my parquets and texturing individual planks, placed at random, instead of an entire floor. Epson stylus photo inkjet printersThe first step was to select and isolate all the floor elements, convert them to editable polys, and break them into workable bits (Floor Generator can be a bit slow when building very large areas of parquet, so better to split your floor in separate splines one for each room for instance).Then, I selected all the outside edges of each of these elements and converted them into splines (Edit Edges ? Create Shape From Selection ? tick linear).Make sure all splines are closed, otherwise Floor Generator will not be able to use the spline as guide. If you enclose a closed loop within your floor spline, as long as they are both part of the same spline, the script will understand that you want to blow a hole in your parquet, which is great if you have elements, such as concrete pillars (or tree trunks in the case of exterior wood decks), that must go through the floor.Because I didn’t want to settle on a POV until I had finished texturing the house, I decided to cover the entire floor area of the GH House with parquet. Floor Generator is also pretty intelligent. This was a great advantage for the GH House, with its complex floor plan with few right angles. Here, I found a value of 30 per cent of the map’s scale worked fine. You can adjust the scale of your parquet by tweaking the Scale % value in the Variation Per Board section of the script. It’s better if all your planks have the same size, as the maps will be distributed randomly, but the script lets you specify the minimum and maximum length and width of the planks if you want more variation.The initial floor showed planks that were way out of scale. For the length and width, I simply used the number of pixels of one of my plank maps (here 1,500×70 pixels), to make sure they would not be distorted in the image. I also pressed Interactive Update to see my setting changes applied in real time.The first setting regards the size of the planks. IMPORTANT: If you are using my settings, make sure your plank or board images are HORIZONTAL.In the next image you can see an example of Floor Generator material (to be applied to the ∿loorObject created by the script, not to the spline object).For the diffuse colour, I loaded all my maps into a Multi Texture. (MultiText.jpg) shows the texture maps I used for my floor (well, just four of perhaps 20 different plank textures), each saved as a separate. The only variation I made was to change the ∽irection value, which rotates the floor, to make sure the boards were all aligned with the general orientation of each room.Now that you have your floor, the next step is material creation. If you’re working on an older floor or some slightly disjointed tiles, the Tilt value works miracles by applying micro-level random rotations to the planks that give some relief to the floor and make it look more realistic as it catches the light.The following image shows my settings applied to all the spline objects. The image also shows my settings for the main floor material.Do not worry if only one of your selected textures appears in the Max viewport. Here, there is no recipe but only trial and error until your reflections look good. But you can also modulate the hue and the saturation.The reflection, reflection glossiness and bump maps are all copies of the diffuse map but with Saturation brought down to zero (grayscale) and some variations in the gamma. In this case, I just introduced a very slight Gamma variation (of 0.2), so that some boards would appear slightly darker than others. Better to tick None in the filtering section.The Multi Texture map lets you apply random variations to your texture. Letters of invitation for church anniversaryYou could also make the planks have zero thickness (mainly if your viewport gets too slow or you’re running out of RAM to render).The following images show what you can achieve with home made floor textures, CG-Source textures, or stone and tile textures. In addition to Tilt, you can also slightly rotate the floor boards, change the offset value for the rows, draw a bigger bevel around each plank, or add some space between the planks, etc. You should play with the other values in the script to obtain different looks. If you’ve followed this to the letter and press render, you should see a beautiful floor appear.
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