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... - Floorgenerator Full 'link' 2.10 And Multitexture 2.04

... - Floorgenerator Full 'link' 2.10 And Multitexture 2.04

Utilize the WeldThr parameter located inside the General settings tab. When working with complex, non-rectangular room footprints, FloorGenerator can slice tiny geometric fragments at the corners. Setting a subtle weld threshold collapses these microscopic vertices, eliminating artifacts where bevels overwhelm small board remnants.

Becomes blurry or pixelated when the camera is placed close to the floor.

Draw a plane or spline that represents the area to be covered. FloorGenerator Full 2.10 And MultiTexture 2.04 ...

While there are free or built-in alternatives, the seamless synergy, robust feature set, and time-saving efficiency of this dedicated toolkit make it a worthwhile investment for professionals who value both quality and speed. It doesn't just help you create floors; it helps you build the very foundation of a believable, immersive world.

Improved handling of large, complex floor areas without slowing down 3ds Max. Utilize the WeldThr parameter located inside the General

Adjust variations in Gamma, Hue, and Saturation globally. This minor tonal shifting mimics natural wood variations from the same timber batch.

Versions 2.10 and 2.04 represent mature and stable releases with excellent compatibility: Becomes blurry or pixelated when the camera is

Navigate to the Modify panel to fine-tune your floor layout:

Create a new material compatible with your renderer (e.g., Corona Physical Material or V-Ray Material). Search for and create a map node.

Start by creating the base shape of your floor. This can be a simple rectangle for a quick test or a complex spline for a room with an irregular layout. Go to the Modify panel and from the Modifier List, add the FloorGenerator modifier to your shape. In the parameter panel, select your desired floor pattern (e.g., "Herringbone" or "Standard Planks") and set the board's dimensions, gap width, and randomization settings to your liking. If you haven’t already, apply a standard material to the floor object to be able to see textures in the viewport.

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Tuxzer92

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Код:
#include <GUIConstantsEx.au3>
#include <ButtonConstants.au3>

Local $nCh1, $nCh2, $nCh3, $nCh4, $nCh5, $nCh6, $msg, $text, $FileSize
$TotalSize=0
$DownloadSize=3
$Free="9"
GUICreate("My GUI Checkbox") ; Создаёт окно в центре экрана
$Label=GUICtrlCreateLabel($text,10,50,100,50)
$Label2=GUICtrlCreateLabel($Free,50,50,100,50)
$nCh1 = GUICtrlCreateCheckbox("Checkbox 1", 10, 10, 120, 20)
$nCh2 = GUICtrlCreateCheckbox("Checkbox 2", 10, 90, 120, 20)
$nCh3 = GUICtrlCreateCheckbox("Checkbox 3", 10, 150, 120, 20)
GUISetState() ; показывает созданное окно

; Запускается цикл опроса GUI до тех пор пока окно не будет закрыто
While 1
    $msg = GUIGetMsg()
    If $msg = $GUI_EVENT_CLOSE Then ExitLoop
   Switch $msg
	  Case $nCh1
		 Check($msg)
	  Case $nCh2
		 Check($msg)
	  Case $nCh3
		 Check($msg)
   EndSwitch
WEnd

Func Check($msg)
   If GUICtrlRead($msg) = $GUI_CHECKED Then
	  $TotalSize+=$DownloadSize
	  GUICtrlSetData ($Label, $TotalSize )
	  If $TotalSize >= $Free Then
		 MsgBox(16,"","ERROR")
	  EndIf
   EndIf
   If GUICtrlRead($msg) = $GUI_UNCHECKED Then
	   $TotalSize-=$DownloadSize
	  GUICtrlSetData ($Label, $TotalSize )
   EndIf
EndFunc

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