How to use

Apply to simple geometry to transform it into plank flooring non-destructively, you can still alter the base mesh later.
Remove the modifier to apply a new one.

Technical Parameters

Asset Type: Apply to Mesh

Parameters

Seed: Gives different results using the same parameters
Failsafe: Activates and Disables the failsafe
Limit: If the target object has more than these amount faces the generator will not execute.

▼ WOOD MATERIAL
Color 1: Color 1
Color 2: Color 2
Roughness: Roughness
Plank Variation: Color variation per instance
Wood Finish: Wood finish

▼ WOOD TEXTURE
Random Offset Texture: Randomly offset wood texture on each instance in a different direction to add variation
Along Grain Scale: Scale wood texture along grain
Rings Scale: Scale wood texture across grain
Overall Scale: TODO
Distortion: Scale texture uniformly

▼ KNOTS
Knots Amount: Amount of knots in the wood texture
Knots Intensity: Knots intensity
Knots Scale: Knots scale

▼ PLANKS SIZE
Planks Width: Planks Width
Planks Pattern: How many times the width enters in the length of the planks
Planks Height: Planks Height
Rotate Pattern: Rotates the pattern 45º per step
Material: The material used on the planks

▼ PLANKS POSITION
Planks Separation: Separation between planks
Panels Separation: The generator supports a small difference in angle in the target object to make slight slopes, it will separate it into different “islands” and you can control the separation between them with this parameter to avoid collision.
Example:

▼ PLANKS ROTATION
X Probability: X axis rotation probability for each plank to be affected (0 no planks are affected, 1 all planks are affected)
X Factor: X axis rotation intensity for the affected planks
Y Probability: Y axis rotation probability for each plank to be affected (0 no planks are affected, 1 all planks are affected)
Y factor: Y axis rotation intensity for the affected planks

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