Floors are always a sticky point for interior architectural renderings. Often floors can either look far too perfect or odd-looking if you try to add variation manually. The FloorGenerator plugin from CG-Source attempts to solve this problem by creating unique geometry for each floor tile or plank in a flooring section.
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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Free version is absolutely the same as paid, except of more patterns. So you can test how this modifier behaves on walls. And it's not a fault because it's a... floor generator, not walls or tiles generator :)
This script requires installed floorgenerator plugin actually. Floorgenerator cant create tiles on multiple surfaces in one click. So download free floorgenerator version and try it.Paid version is just more patterns.
Floor Generator + MultiTexture for 3ds Max is a spectacular plugin for creating floorboards, laminated tiles, and extra. The plugin has integration supported with 3Ds Max 2018. With the mixing, customers can carry out their process extra well and shortly. Create completely different ground for exterior and inside tasks. It helps a variety of ground and tiles designs. With the plugin, customers can simulate the ground fashions simply. You can even Download Autodesk AutoCAD Structural Detailing.
The window frames and the TV unit were inspired by Mondrian lines too and modeled using the same method mentioned above.The furniture in the room, particularly the sofa and armchairs, were taken from the Model + Model Vol.7 Library and the bed model was taken from The G Spot by Ramon Zancanaro (the Making Of this image can be found on 3DTotal). I wanted to use this bed in particular so as to break the boxy, square look of the room. The coffee table and the rest of the accessories were simply modeled in 3ds Max using a low poly modeling method with basic primitives; it was pretty simple and straight forward. I always like to model all the furniture in separate files, and then merge them into the main 3ds Max file.For the timber flooring I used a Floor Generator script with the settings shown in Fig.04.
After that I converted the floor object to an editable poly and started moving some timber planks up and down randomly to give it a more realistic look. You can also do this using the Tilt section in the Floor Generator script.The feature wall was created as a series of boxes moving in and out, with a two-tone timber finish and lighting effect. It was modeled using editable polys and by chamfering the edges. I just added a V-Ray light material to the sides that pop out to give it a more textured look. 1e1e36bf2d