P.S. I fixed some, not all issues related to the tiling of floorboards... One of them was returning the gap-shifted rectangles to the original plane so the intersection could work properly. Another seems to be round-off error - insufficient coverage; possible intersect errors? Maybe a better way to get the brick/gap pattern?

I'm always stuck using some of the textures from CG Source, i guess that i could take an hires wooden texture and cut it in vertical slices, but i don't know if it's the right workflow. Recently i took an Evermotion Archinteriors Scene with a wooden floor geometrically tiled, and the shader was not a multitexture shader. It was a normal wooden texture applied somehow randomly through the tiled floor.


Floor Generator 3ds Max 18l


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I ve a floor generated with Floor Generator. So it's a floor made by boards. Every boards has different ID. Normally this helps Multi-Texture to put a different wood texture to each board. (if not, Multitexture would be nearly useless)

I want to achieve the same results without using Multi-Textures. (or at least, using just one wood texture). For example, Evermotion is able to make some wooden floors (with boards) using only a normal wood texture. They're able to put this texture randomly on the floor boards, so you have a realistic wooden floor.

2) Detach each floor board element, apply to each one of them the same texture with different UVW Map (fortunately there's a script which randomize the UVW Map Modifier). Re-attach the boards together, or simply group them, and you're done. Unfortunately with this method you can't work with Hue/saturation/gamma variation like with MT.

It's pretty common approach, although not as suitable for wooden floors as planks are usually rather strictly cut in reality, each having their pattern running naturally in middle. So you would end up with more random look visually.

So what you're saying is (unless this is for Realtime or something else that cuts available render resources) you dont want to spend the time making the textures? But making textures is so easy. As is buying the fabulous textures from CG-Source. Heck, there's a hundred sources for textures out there, so why try and fake having lots of textures? You want to make your workflow easy? Then why not use the Floorgenerator and the Multitexture plugin....

At the end i think that for my purpose, i ll select all the planks (which with floor generator are already attached), use a detach element to object script, apply one single UVW, make unique, apply a randomize UVW script, and i'm done. The gradient tool trick is not bad at all.

Tom i love making textures. It's just that Multi-texture is so easy to use when you have multiple bitmap files. I just wanted to know how i could do it with one single texture. Normally i create lots of nice textures by my own, well tiled and so on...but in this case i just wanted to know some of the ways PROs like you all use to achieve a good variation on mapping a floor without forcely having 10 different bitmap to apply

There's a big difference in resolution between individually mapped boards and cropping a plank out of a tiling floor texture though. Something to consider. If you're looking for alternative texture sources I have used a couple of these and they are great quality and very reasonable price: =portfolio_item&WT.z_author=foundationcgi

I would stick to either the simplicity of a whole floor tiling texture setup or the more complex, but higher quality setup of floor generator. Seems like you are trying to combine the worst parts of both!

yes you re totally right, i don't think that my question would lead to a better realistic way to make floor planks. It's just that i already bought some CG Source texture, but each time i have to make a floor with Floor Generator i'm a little sticked with them, sometimes i would like to have the possibility to use (wisely) custom handmade textures (not cropped). I think this process would work better for small tiles like marble squares or little wood planks.

This thread was born when i was studying an evermotion scene and i saw that they were able to use one single texture on a wooden floor model made with Floor Generator, + variation of tiles and color. Now it's everything more clear. Thanks to everybody who participated to this thread !!

Hi there! Check out this FloorGenerator for Blender 3.5. It is a geometry node that allows you to create a flooring/tiles in a minute. It is also possible to use MultiTexture material which supports up to 8 textures of boards. Besides that it is possible to use a seamless texture material.

Review video:

Floor Generator is a Geometry Node that generates floor boards and tiles mesh. Simply create a mesh surface of your flooring and add FloorGenerator Geometry Nodes modifier. It will create a procedural Object which you can tweak with a lot of useful...

This FloorGenerator works very similar to the CG-source floor generator for 3ds max. So far it only supports standard floor pattern, but i am working on other types as well.

Please let me know your thoughts. What do you think would be important and useful to add?

Floor Generator - creates flooring boards, parquet planks, tiles mesh. Gives the possibility to use multitexture and randomly position per each plank or use one seamless texture. Works in Blender similar to 3ds max floor generator.

Choose your floor generator pattern - go to it's parameters (in the modify section) - "Warnings" and change "Max boards" number, increase it to a higher number of boards and that should solve the problem.

Select random poly faces in 3Ds Max and apply different material IDs to them. This allows you to assign different materials to different faces based on what ID you set in Max. For a wooden floor, in real life there are different shades and tones, so duplicate your materials and change the colours slightly.


WHAT IS FLOOR GENERATOR PLUGIN?

Floor Generator is an amazing plugin for build floor or wall with 3D tiles. With the possibility of own tile creation you can make all kind of floor or wall coverages: parquet, tiles and much more.

With its flexibility you can cover your floor with a single tile and avoid to use big textures. You can randomise texture applied with a speed of light by using more than one mat applied on it.

You can cut the external floor with a click and cover exactly what you need according to the "source" object.

You can also create two kind of raws by using the TILE A and TILE B slots for staggered boards and other kind of floors.

MEI set a 12,000 lb. generator into the second-floor mechanical room at Dallas Medical City Hospital. A platform was built at an elevation of 16 feet with blocking and cribbing, two 10-ton hydraulic gantry legs, and a 1-inch steel plate.

Overall, this seems to be a VERY interesting extension for both floor and wall generation in SketchUp. It seems like you have to be careful how much geometry you create because it could slow down your model, but it seems like this could be super interesting for rendering and other applications.

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. be457b7860

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