IMMERSIVE

Tools for 3ds Max

Gumroad Cart Ig

Floor and Tiles · Documentation

Board Randomization

Every board turned, slid and tipped a little off where the lattice put it. It applies to every pattern, and every row has its own settings, the field and each border alike.

Each of Rotation, Offset X, Offset Y and Tilt is a group of three: Max is the most a board may move, Min the least, Spread shapes the draw between them. Every board rolls its own value between Min and Max and then a direction of its own, so Min is normally 0: "up to this much, either way". Max at 0 switches the group off.

The boards are held apart by the joint: a board may use half of it, its neighbour the other half. So with Grout at 0 there is nowhere to move and none of this shows until Max Overlap is raised: the first thing to check when the settings seem to do nothing.

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

Max / Min / SpreadEach board turned about its centre, as a percentage of the most it could turn without touching a neighbour. 100% is as far as it goes, or a quarter turn, whichever comes first. A share rather than an angle, because the angle that fits depends on the joint and on the board: a long plank in a hairline joint has almost no room, a small square tile in a wide one can spin freely. In degrees, one number would do something on one floor and nothing on the next.

Spread

The same for every group. At 0.5 every value between Min and Max is as likely as any other. Towards 0 most boards stay near Min and a few reach Max; towards 1 most boards go all the way. At exactly 0 every board gets Min, at 1 every board gets Max.

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

Offset X › Max / Min / SpreadEach board slid along its own length, in scene units. Its own length rather than the world's X, so in a herringbone every board slides along its own diagonal.
Offset Y › Max / Min / Spread, padlockThe same across the board. The padlock ties it to Offset X, closed by default, so one group moves boards both ways at once. Open it to slide boards along only, or to give the two directions different amounts.
Max OverlapHow far a board may push into its neighbour. 0 keeps every joint clean: a move that would cross the joint is held to the joint. Raised, the boards may cross by that much.
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

A turned board takes more room than it did, because its corners swing out, and that room is taken off what the offset may use, so a board that is rotated and slid still stays inside its share of the joint.

Tilt

Max / Min / SpreadEach board tipped, in degrees, in a direction of its own. The top leans and the underside stays on the floor, so the board becomes a wedge: the floor stays flat underneath and the tops catch the light differently. Nothing shows from straight above without a light; look at it at a low angle.
Tilt whole boardLeans the whole board instead: it keeps its thickness and lifts off the floor at one edge, like a floorboard that has warped. With grout generated underneath, the lifted edge shows the grout beneath it.

Missing Boards

A floor with some tiles missing: broken, taken up, or never laid. The gap is left as it is: the neighbours do not move in, so the pattern still reads through the holes, and the grout underneath shows if there is any.

ChanceThe share of boards that are simply not there, as a percentage. 0 is none.
MapA black-and-white map that says where boards are missing: black keeps the board, white drops it. Multiplies Chance, so at 100% the map alone decides, and at 30% a white area loses about a third of its boards.
ChannelWhich map channel of the tiled object the map is read through.
Offset U / VSlides the map over the floor.
Tiling U / VHow many times the map repeats across the floor.
AngleTurns the map.
A herringbone with Chance 0, 10% and 35%
A herringbone with Chance 0, 10% and 35%

A board that is cut by the wall, or by a border, goes missing whole: every piece of it carries the same roll, so a floor never shows half a missing board.

Seed: everything a board rolls (its turn, its slide, its tilt, whether it is missing) is fixed by the board's place in the pattern and by Seed in General. Change the region, the sizes or the offset and each board keeps what it rolled; change Seed for a fresh draw.