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FloorGenerator 2.10 for 3dsMax 2014 – 2021 Full Version

 

FloorGenerator 2.10 is a plugin for 3ds Max 2014 – 2021

 

which generates floor objects consisting of individual boards which can easily be textured using MultiTexture. It’s a great tool if you’re doing architecture visualization and need to make floors that are NOT going to tile and that you can see up close without any pixelation.

  • – Create floors inside any closed 2D shape object, or on flat objects
  • – Control width, length, grout size individually
  • – Randomly rotate, offset and tilt boards
  • – Interactive update to get instant feedback
  • – Assign textures randomly using MultiTexture Map

FloorGenerator – Floor Settings

Floor Pattern – If you have the full version you can switch between the types of patterns in the “””Floor Pattern” Drop down menu.

Max Length – Controls the maximum length a board can be.
Min Length – Controls the minimum length a board can be. By default locked to the “Max Length”.
Spread – If you have boards with variable length the “Spread” setting will control the distribution between the two sizes, 0,5 the length is evenly distributed, a low Spread value creates a lot of long boards and only a few short ones, a high spread creates a lot of short boards and only a few long ones.

Max Width – Controls the maximum width a board can be.
Min Width – Controls the minimum length a board can be. By default locked to the “Max Width”.
Spread – Controls the distribution if there is variable width, for details read above.

Grout Len – Controls the width of the grout in the length direction.
Grout Wid – Control the width of the grout in the width direction.

Row Offset % – Controls how much each row of boards should be offset.

Extrude H – Controls the height of the floor.
Bevel H – Controls the height have the bevel along the edge of the board.
Outline – Controls the width of the bevel, by default it’s locked to the height in order to create a 45 degree bevel.

Settings specific to certain types of floors:

Herringbone, Parallel Boards – Controls how many boards there should be side by side.
Chevron, Angle – Controls the angle of the boards, don’t use too high angle, it might create A LOT of boards.
Basket Weave, Sub Boards – Controls how many boards there should be inside each square.
Hexagon, Radius – Controls the size of one hexagon tile, the radius is the size of the circumscribed circle.

 

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