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Floor Generator 3ds Max 18



I'm using the latest updates for 3DS Max 2020, Vray, Floor Generator and Multimaterial. My material for the floor is using a single multimaterial map node (with 20 maps fed into it). The multimaterial map feeds straight into the diffuse and is then modified with color correction and output nodes etc. for bump and reflection glossiness. The diffuse is mapping properly but the bump and/or glossiness are mapping based on the whole object rather than the individual elements. So the diffuse is looking right for each floorboard but the glossiness and/or bump is mapping to the entire floor rather than the individual board.




Floor Generator 3ds Max 18



It turned out that the problem was UVW mapping was affecting just the bump channel. The poly surface that I used floor generator on had UVW mapping which was effecting just the bump channel, but all other channels (diffuse and reflection glossiness), which are derived from the same maps, where being mapped correctly by the floor generator. I cleared the UVW mapping and collapsed to an editable poly before using floor generator again and this solved the problem.


Back in the old days, I always struggled to create hardwood parquet floors that would work in any situation. Either my texture maps were big enough to cover large expanses of floor without showing visible tiling but they would show some pixelization when zooming on individual floor planks. 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. But this was a protracted process and it was only really workable when the floors had reasonably simple shapes (basically rectangles).


A great thing about the Floor Generator is that it uses splines to define the area to be covered with parquet. The only restriction is that the splines must be closed (which is logical if you think of it). This means there are no restrictions on how complex the shape of your floor can be. This was a great advantage for the GH House, with its complex floor plan with few right angles. Floor Generator is also pretty intelligent. 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.


Having selected one of the splines, I ran the Floor Generator script and pressed the Create button. A generic floor appeared. I also pressed Interactive Update to see my setting changes applied in real time.


The following image shows my settings applied to all the spline objects. The only variation I made was to change the Direction 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. (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 .jpg image. IMPORTANT: If you are using my settings, make sure your plank or board images are HORIZONTAL.


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. Here, there is no recipe but only trial and error until your reflections look good. The image also shows my settings for the main floor material.


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