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FloorGenerator is a plugin for 3ds Max (2013 to 2019) which generates floor objects consisting of individual boards which can easily be textured using MultiTexture.

MultiTexture Map

MultiTexture Map is a plugin for 3dsmax that loads multiple textures and assigns them randomly, either by object or by material ID. With controls to randomly adjust the gamma, hue and saturation.

 

Version 2.01 works with 3ds Max from 2012 up to the current 2019 release. It's compatible with scanline, Vray, Brazil and FinalRender. MentalRay is currently not supported.

FloorGenerator V2.00

 

FloorGenerator is a plugin for 3ds Max (2013 to 2019) 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 pixilation.

 

FloorGenerator Patterns
 

FloorGenerator can do 5 patterns in the full version, each can easily be adjusted to suit your exact needs.

 

FloorGenerator V1.00

FloorGenerator is a script for 3dsmax 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

-Control width, length, gap size individually

-Randomly rotate, offset and tilt boards

-Interactive update to get instant feedback

-Fetch settings, to work on an existing floor later on

-Assign textures randomly using MultiTexture Map

Unique Material ID

UniqueMaterialID is a small script for 3dsmax to assign unique material ID to each element inside an object.

This way the MultiTexture Map can be used with other objects then what comes out of the FloorGenerator, it can for example be used to randomize leaves on a tree as you can see below.

A word of caution, if your object has a lot of elements it can be quite slow to assign the ID's. In most cases it's faster to break up the object into several objects, run the script and attach the objects back together.

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