3ds Max Floor Generator

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After the last lesson you should have something that looks like this. Normally you will have a brief from the client but it is always a good idea to base your image off of some reference images. Even if it is just for a general feel.Using Pintrest I found this image to base our design off of.thing we want to do is go about getting the furniture. A few years ago we would have to model everything from scracth but lucky we now have access to many great libraries.

In the resources there is a PDF called Websites. In here you will find a list of websites for furniture, props and materials.My personal favourite is 3D Sky. The models are very affordable at around $6 a model and they also have some great free models to.You can search on here for the models you need.Don’t worry to much about the materials on the objects as you can change them later.I like this bed here.

3ds Max Floor Generator

I’ll continue to go through 3d Sky to find elements I want to use in my scene.So all in all these models cost $18 compared to a day or two of modelling, it makes sense if you look at your day rate.Once you have all the models you want for the scene, use the technique shown in the last lesson to import them into your scene.Open up each scene with you downloaded. Any warnings that pop up just hit ok. We will relink the textures later.Import each object and put into place. Move the accessoriesto either side.One last thing is that there are lights in the spot lights which we can delete.

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Ungroup and delete them. Do the same on the lamp.You can then close all the groups. Also select the bulb material in the side lights using the Material picker and change this to 1 and compensate camera exposure.So in this lesson we have found reference images on Pinterest, found and downloaded models.

Imported and placed models in the scene. I created a downloadable scene called Windows Doors and CurtainsLets open the scene and use Copitor to get them into are Master Scene.Lets move them into place.If you want to use this in other scenes you can resize it using ffd modifiers. The windows can also be modified to fit.Lets move them into place.Adding coving. Lets create a line - create - shape - line draw around the room, avoiding the door. Once that's done move it down to the floor. Add a sweep modifier change it to bar, height to 12cm and width to 1 cm and move the pivot to the bottom left. Now we will use an awesome plugin called by CG Source.

Go toYou will need to log in its free.Once logged in downloadMulti Texture MapFloor Generator andNow open up the files in your downloads and extract them.Lets start with Multi texture.Select your version of 3ds Max, so in my case I am using 2016. I will right click and copy that into the plugins folder with is located in C:Program FilesAutodesk3ds Max 2016pluginsNext up Floor Generator goes in the same place so select 2016 and paste it in the plugins folder.Lets save our scene and reopen to load the new plugins.Using the light bulb in the bottom toolbar we can isolate just the walls and floor.Now what we want to do is create a rectangle spline. Go to Create Shapes and Rectangle.Make sure snaps is on hit T to go to top view and create a rectangle the size of the room. Then in the front view (F) align the new rectangle with the floor.F3 will make the viewport change to wireframe.

3ds Max Floor Generator

Now with the rectangle selected add the Floor Generator modifier. In here we can change the Width to 15cm and Length to 600cmLooking good, now we have the floor in we will need to move everything that was on the floor up a little. Lets do this in the left view.In this lesson we have installed 2 plugins and made our wooden floor. Next up we will look at adding a camera and lights.

First thing we are going to do is add a Vray Camera. Generally I like to add cameras around 1.4metres high. Go to the top view and go to Create cameras Physical.I draw a box of around 1.4m high and in the left view move it in line. Then select the camera Right click and Select Target.

Hold Ctrl and Select the Camera again. This way we move the Camera target as well as the Camera.Move it up and delete the box.

Hit C to view what the camera can see. In the top left you can select camera. Lets use the navigation in the bottom left to get a nice angle. About now is a good time to decide on the dimension of the image.

Lets go for 1920x1080 for now.Go to render set up and change this. Then Shift F will show the framing. Lucky as we are working in 3D we can move through walls so lets go to the top view, F3. Then in the camera settings - Misc, enable clipping planes.When we scroll up and down you will see a red line appear that is where we will clip through. If it is not moving quick enough hold Ctrl whilst scrolling. You can see the effect here in the camera view.

I like to get diagonals to corners.Also in Perspective Control turn on Auto Vertical Tilt Correction.This will make sure all your Verts are straight and make the image look a lot nicer. Also in Exposure Hit Install Exposure ControlNice now lets light our scene. In the top view lets Create a Vray Light anywhere and change it to Dome.Lets go to Noemotion Day and download the HDRI.Back in Max change the res to 1024 and samples to 30 and in options change to invisible this will hide the the hdr so we can add a background image.Open the Material Editor (M) Get Material - Maps and Vray HDRI.Extract the HDRI from the zip and load it into the Bitmap slot. Change the mapping to Spherical. The overall multipler to 1.5 and bring the inverse gamma down to 0.65.

Drag and instance this material into the Texture slot in the light.The HDRI will be our main environment light. This is key and the first step in lighting a scene.Now lets add a couple of spot lights to the lamps. Create Light VrayLight and change it to sphere. Multpler of 15, Temp 3900, radius to 3.5, subdivs 32, invisible. In the top view lets move the light into position. And then Instance it over to the over light by holding Shift when you move the Light.The difference between an instance and a copy is that and instance will copy the settings of the other intances.So lets make a copy and put it on the lamp and bring down the multiplier toFor testing it is best to hide all the furniture for testing. Right Click and hide selected the furniture.In the resources you should find the PREVIEW Render Settings file.

Close the material editor and hit F10 to open up the render settings. Load up the Preview Settings and hit ok.In here we have an override material on, this means everything in the scene will be rendered with a basic material on. We do need to exclude the glass from this so we allow light in through it. Do do this lets go to exclude and select the glass.Now lets hit F9 to render.

So we can see now that it’s quite dark so lets bring the Target Exposure down to 3. That's looking pretty good.We have been through a lot in this lesson.

But made good progress. We have Added a camera, a HDRI light and rendered a preview image. Next up lets start looking at materials. It is important to keep everything in one place and organised. To do this we are going to use a script called Relink BitmapsThis will relink all the missing textures to the materials. This will mean the materials will render correctly.

Once we have relinked the textures will will put them all into one file so we stay organised.To start off lets download the latest Relink Bitmaps script. Add we can just drag and drop this into the viewport.

Then we go to customise and drag it onto the toolbar when you open it you can hit ok and you will see the list of missing textures.Most of these textures will be in your download folder on your computer so lets navigate there and make sure we tick on use sub folders. This should find all you missing textures.

Next up we will go over to Utilities and hit more and select Resource Collector.This will move all the textures to one place so lets move them to where you have been saving your scene. Make sure to tick on update materials and select the folder you want the textures to be. And hit begin. It might take a little while. You can see all the textures are now in one folder.Now lets go to the Vray Settings and turn off the material override and see where we are. If the image is rendering dark you may need to turn on this SRGB button.

We will work on this later.Its starting to look good, but we are missing some materials. I have pre made the materials we will need for the rest of the scene using the techniques I described in the basic materials class. Hit M go to Get Material and open material libary. Change to max and load up Materials.maxIf you right click you can make these thumbnails bigger. Now double click to add the material to a new slot.Add the White Paint to the Walls. With the material selected and the object hit Assign Material Selection. Wall and ceiling.

To make the feature wall lets select the faces we want the map to be shown on and detach them in the edit poly. Apply the Wall paper material and then add a UVW map modifier. Change the alignment to Y. If you hit 1 you will be able to manipulate the UVW Map. Lets rotate 180.I noticed that some of the pictures are missing from the frames you can load these by going to folder you downloaded and drag and drop them into the bitmap slot in the material editor.Wood Floor Material. So if we apply the wood floor material you will notice we are missing the texture. Lets go over to this great making of by Vizcon and download the wood planks he has been kind enough to give away.Manage Textures and add the wood by Ctrl A and OK.I think the wood should be darker.

We can do this by adding a composite, duplicate it and put it on multiple and maybe we duplicate it again.In this lesson we have applied materials and now we are ready to send our final render. Load up the Final Render preset and change the paths in frame buffer to your Project folder and hit render. This image took around 1 hour 20 mins on my laptopOne of the last things to do is create a Render Mask, lets download Render Mask Plugin from Script Spot and install it.

Restart Max and open up the scene again.Customise RenderMask, Ctrl A and open rendermask, go to the wire colour tool and hit random, then chose render colour and render. Save this out and call it render mask. Lets also render out an AO with a radius of 10 and 32 subdivs. Save this as AO.Well done you have created a pretty decent render, now lets see how we can add the finishing touches in photoshop. Lets take a look at finishing off your render.

3ds Max Vray Floor Generator

Open up the render. First thing I would do is Duplicate the layer with Ctrl J and change it to a smart object.

Smart objects are really useful if you need to update your render laterColor Balance -12 CyanLevels 10 0.92 229Curves SDrag your Render Mask on next. In view you can turn on snaps to make putting the layers on top easier so they align.Using the render mask with the magic wand tool we can now select certain areas. Be sure to have contagious off and tolerance to around 8.Diffuse on soft light at 50% and paint out areas with a mask. RC with brush selected and chose a soft brush. Black will remove.

I think this makes the image pop a little.Next up to add some depth lets add the Vray Extra Tex. On a multiply at 33% and paint out unneeded areas.Next Vray Lighting with has come in a bit noisy so we can use a reduce noise 10, 0.

Soft Light around 10% and paint out unneededVray Reflection -Soft Light 55%. Paint outVray Specular - Screen - 58%Color Look up filmstock50 - foggy night 25%, use gradients from the outsideExposure +0.50 and paint out window.Sheers, Select and LevelsLooks good drop in and resize, hold shift. Put to back and mask original. Exposure and effect only below. +0.72 Gamma 3.53.Ctrl J and EAuto Color at 50% (shift F)Auto ContrastConvert to Smart ObjectCropFilter, Camera Raw Filter-2, 0, +10, -8, +6, +9, -10, +4, +19, -3, -5Down to 70%One last thing the bed head more blue with a color balance.Save and Save as.jpg.

Floor Generator یک پلاگین کاربردی برای نرم افزار تری دی مکس و محصول کمپانی cg-source می باشد تا با کمک آن بتوانید انواع پارکت، کف پوش، موزاییک، سرامیک، آجر و. را طراحی و شبیه سازی کنید. این پلاگین به صورت پارامتریک کار می کند و برای ایجاد بافت سه بعدی روی کف طبقه یا محوطه ساختمان و. می توانید از آن استفاده کنید.برای استفاده از آن باید خط یا همان Spline دور تا دور سطح مورد نظرتان را به این پلاگین بدهید تا به صورت اتوماتیک و البته کنترل شده، انواع بافت های پارکت، چوب یا تایل دیوار نمای ساختمان و. را طبق الگوهای داخلی خود ایجاد کند.

برای نصب این پلاگین کافیست فایل FloorGenerator مربوط به نسخه تریدی مکس خود را در پوشه پلاگین نرم افزار تریدی مکس سیستم خود کپی کنید تا در قسمت Modifires نرم افزار شما نمایش داده شود.البته این اسکریپت/ پلاگین، یک مودیفایر (FloorGenerator modifier) هم برای خودش دارد که می توانید بر روی هر شی 2 بعدی بسته شده (closed 2D shape) یا آبجکت و صفحه ای که تخت و 2 بعدی (co-planar polygons) باشد، آن را اعمال کنید. فقط مواظب باشید که تنظیمات پیش فرض default settings آن روی millimeters تنظیم شده باشد و باید مقیاس آن را بعدا اصلاح کنید. همچنین تمام تنظیمات این پلاگین را می توانید به صورت یک فایل مجزا ذخیره کرده و بعدا در صورت نیاز برای سریع تر شدن روند طراحی در پروژه خود، مجددا فراخوانی کنید.

این ابزار قدرتمند و کاربردی در پروژه معماری بسیار مورد استفاده قرار می گیرد.سیستم مورد نیاز- 3ds Max 2013-2019راهنمای نصب- با توجه به نسخه نرم افزار تری دی مکس سیستم خود، فایل با پسوند.dlm مربوط به آن را در پوشه پلاگین های تری دی مکس کپی کنید تا در قسمت Modifires نرم افزار شما نمایش داده شود. این پلاگین نسخه رایگان (Free) می باشد که شامل تعداد محدودی الگو برای کف است.امتیاز:حجم فایل: 0.645 مگابایتدانلود رمز فایل.