IMMERSIVE

Tools for 3ds Max

Gumroad Cart Bē Ig ✉

Floor and Tiles · Documentation

Board Randomization

Random rotation, offset and tilt per board, and missing boards. Applies to every pattern; each row has its own settings.

Rotation, Offset X, Offset Y and Tilt each have three values. Every board draws a value between Min and Max and a random direction. Spread sets the distribution: at 0.5 all values are equally likely, towards 0 most boards stay near Min, towards 1 most reach Max. Max at 0 turns the group off.

Boards move within the joint. With Grout at 0 there is no room and nothing changes until Max Overlap is raised.
The same planks with Rotation off, at 40% and at 100%. The joint is wide here so the room shows
The same planks with Rotation off, at 40% and at 100%. The joint is wide here so the room shows

Rotation

ParameterDescriptionDefault
Max / MinTurn about the board centre, as a percentage of the largest turn that fits in the joint, up to 90°.0
SpreadDistribution between Min and Max, 0 to 1.0.5
Rotation at 100% with three spreads: a few turned boards, an even mix, nearly all turned
Rotation at 100% with three spreads: a few turned boards, an even mix, nearly all turned

Offset

ParameterDescriptionDefault
Offset X › Max / Min / SpreadSlide along the board's own length, in scene units.0
Offset Y › Max / Min / SpreadSlide across the board. The padlock links it to Offset X.locked
Max OverlapHow far a board may cross into its neighbour, in scene units. At 0 every move stops at the joint.0
Offset X 12 held to the joint; the same with Max Overlap 12; then with the padlock open and Offset Y at 0
Offset X 12 held to the joint; the same with Max Overlap 12; then with the padlock open and Offset Y at 0

Rotation uses part of the joint, so a board that is turned has less room left for offset.

Tilt

ParameterDescriptionDefault
Max / Min / SpreadTilt in degrees, in a random direction. The top face leans and the underside stays flat.0
Tilt whole boardTilts the whole board instead, keeping its thickness; one edge lifts off the floor.off
Three planks at a low angle: no tilt · Tilt 1° (wedge: top leans, underside flat) · Tilt whole board (board lifted at one edge, thickness kept)
Three planks at a low angle: no tilt · Tilt 1° (wedge: top leans, underside flat) · Tilt whole board (board lifted at one edge, thickness kept)

Missing Boards

Removes boards from the floor. Neighbours are not moved into the gap.

ParameterDescriptionDefault
ChancePercentage of boards removed.0
MapGreyscale map multiplied with Chance: black keeps the board, white removes it. With Chance at 100% the map alone decides.none
ChannelMap channel of the picked object used to read the map. Without mapping on that channel the map is stretched over the floor.2
Offset U / VMap offset.0
Tiling U / VMap repeats across the floor.1
AngleMap rotation, in degrees.0
A herringbone with Chance 0, 10% and 35%
A herringbone with Chance 0, 10% and 35%
A floor with a soft radial gradient as the Missing map, Chance 100%: boards missing where it is white, whole at the edges, with the map shown small in a corner
A floor with a soft radial gradient as the Missing map, Chance 100%: boards missing where it is white, whole at the edges, with the map shown small in a corner

A board cut by a wall or a border is removed as a whole.

Seed: each board's random values depend on its position in the pattern and on Seed in General. Changing the outline or the sizes keeps them; changing Seed draws new ones.