Tuesday, June 24, 2014

MultiTexture Map support 3DS Max 2015 + Floor Generator + Unique Material ID







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 2.00 works with 3ds Max from 2012 up to the current 2015 release. It's compatible with scanline, Vray, Brazil and FinalRender. MentalRay is currently not supported.


-Randomly loads textures
-Easy color adjustment
-Random color adjustment


New features:
- Manage Textures: Lists all textures used, with the possibility to add and remove files.
- Probability setting: Give textures priority over other textures.
- Rotation field: Rotates all texture a certain amount.
- A solid color can now be used instead of textures.
- 3ds Max2015 compatible.


- Max2012 compatible.
- Max2013 compatible.
- Max2014 compatible. (Use version for Max2013)

- Includes Max2010 version.
- Medit updates when map is animated.





FloorGenerator

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


-First version, hopefully not too many bugs ;) 


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 on the right.

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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