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Author Topic: how to embed doors into walls  (Read 949 times)

MG2644

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how to embed doors into walls
« on: July 10, 2016, 11:50:50 PM »
Hi, I'm now working on an isometric architectural interior layout visualization and I'm having a problem.

I want to create parametric inner walls using Linear 1S generator from arbitrary selected splines.
Although creating style for just parametric wall was easy task, I want to embed doors into wall in certain positions defined by refined vertex.
The position of doors needed to be manually selected and should not be aligned evenly.

Attached picture only shows simple idea of what I need and the actual scene I'm working on is much lager.

Thank you and waiting to hear a solution!

Paul Roberts

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Re: how to embed doors into walls
« Reply #1 on: July 11, 2016, 10:49:23 AM »
Hi

Thanks for your question, please find attached two methods for achieving this style.

The first of these uses the approach shown in your sample image where a door is placed on each vertex. To achieve this I used the following approach.

1 - Set the generator's Defaultmode to Scale
2 - Leave Corner > Vertex Type on Corner or Bezier Corner
3 - Turn on Bevel Corner and set the BC Offset value to 50%
4 - Wire the door to the Corner input. Now we'll have a door on every vertex but we need to distinguish between a wall corner and a door opening. To do this we can check the type of vertex. In the attached example a Corner vertex creates a wall corner, whereas a Bezier Corner vertex adds a door.
5 - Add a Conditional operator and set the Vertex > Type setting to Bezier Corner. Wire the door to the True input and the Conditional node to the generator's Corner input.
6 - I'm not sure if you need it but I also added the ability to change the hanging direction of the door. This uses another conditional operator with the Material ID value on and set to Equal 1. It's also wired to the False input via a Mirror operator. In this way you can change the hanging direction b changing the material ID of the spline segment that precedes the vertex

In the second example I've provided an option that allows you to change the width of the doors. In this example each door has it's own spline section to determine the size. To tell RailClone which parts of the spline are walls and which are doors you use material IDs: 1 is for walls, 2 for doors handing left, 3 for doors hanging right. To make the doors scalable they're split into 3 sections as shown below:



To place the segments on the correct parts of the spline I've used the generator's Limits > Material ID feature. Wall are limited to Equals 1  and door Greater than 1



Just like the previous example there's also a conditional node in there to change the handing direction of the door depending on whether or not the material ID is 2 or 3.

I hope that helps, please let me know if you have any further questions.

Many Thanks,

Paul
Paul Roberts
iToo Software

MG2644

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Re: how to embed doors into walls
« Reply #2 on: July 11, 2016, 08:45:33 PM »
Paul,

It worked perfectly!
Thank you for the quick response!

EU7057

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Re: how to embed doors into walls
« Reply #3 on: November 30, 2016, 11:04:38 PM »
I love this concept. It is possible to build off of it? I've just started to dig into Railclone and was looking for something I could put it to use that would be reusable and useful for myself.

I imagine taking the idea of the AEC Walls, doors, & windows from 3dsmax and creating it in Railclone. Does this sound doable? Suggestions for what aspects of Railclone I should study? Or specific tutorials to watch?

The process I imagine --

- using a CAD floor plan to trace out square splines of rooms
- walls are height and depth adjustable
- mark out openings with vertices and segments that have alternate mat ID
- adjustable opening height geometry (somehow the geometry above the opening can align to the wall height, and then adjust to the opening height require below)

and then use another style for putting doors in openings.. or roll it into the same one.
can windows be clipped out of the wall if done this way?

I think I'm looking for a bit of direction in just how you think about the problem.

Thanks

edit: started to work out the walls with openings - but looks like I need some math to have the opening heights shift when the wall height changes. added max file

« Last Edit: November 30, 2016, 11:24:58 PM by EU7057 »

Michal Karmazín

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Re: how to embed doors into walls
« Reply #4 on: December 01, 2016, 04:26:09 PM »
Hi,

The walls & openings part can be done easily. You can get the correct height above the opening by wiring the Arithmetic Operator performing the Substract operation > "Wall height - Door height" and this use to drive the Z Fixed Size (instead of the Z Fixed Scale) and link the "Door height" into the Z Fixed Translation to align it correctly. Attaching modified scene.

There's no need to take care about scaling of these Segments as the wall geometry is very simple, but in case of Doors & Windows, these should be treated in Array 2S Generators to scale correspondence just "inner parts" and don't deform details on those.

I would suggest you to check the "Parametrising Windows" tutorial. I hope, you'll find it useful.

Best regadrs,

EU7057

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Re: how to embed doors into walls
« Reply #5 on: December 01, 2016, 06:22:42 PM »
thanks for the direction Michal !

Next I was trying to get the style saved in the library so I could apply it elsewhere. Is it correct that it references the .max file forever? I was hoping for a way to save the nodes so I could quickly paste it into another file and hook up the spline there.

While transferring to another scene I ran into some issues with the style and adjusted. Somehow I got it working without using the Arithmetic. Somehow with the above door geometry wired to the wall height but with a different alignment it was able to work. I also got windows working by having the above door geometry function on a spline ID greater than 1, while the window sill geo functions at a spline ID greater than 2. Neat!

Also appreciated your tweak of the parameters to use Scene Units instead of an integer, perfect.

I wish there was an easier way to wrap up the style that separated it from the max file for transferring.

thanks again - will keep trying to tweak this setup

Michal Karmazín

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Re: how to embed doors into walls
« Reply #6 on: December 02, 2016, 03:35:57 PM »
Hi,

Glad to hear, that it helped a bit.
Quote
"Is it correct that it references the .max file forever?"
Not, while importing a style, this is merged into your scene and there's no dynamic link to the source scene. I would suggest you the "Adding a new Style to a Library" part of the "Customizing the Library" section from our on-line reference guide for more details.
Quote
"While transferring to another scene I ran into some issues with the style ..."
Would you mind to describe these troubles more in detail? Thanks in advance.

Best regadrs,

EU7057

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Re: how to embed doors into walls
« Reply #7 on: December 02, 2016, 05:46:38 PM »
My error, attached. This was me putting down a RailClone, going to modify, into the style library browser and trying to import a style. Reason for failure I'm assuming is because it wants to import from that max file but that file is max 2015 - while I'm working in max 2012.

I would have wished that when adding the style to the library - I'd pick the max file and choose the railclone and it would then take the data of the style and save it into my docs folder (D:\Documents\RailClone\libs) and be a format that is easier to transfer.

Michal Karmazín

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Re: how to embed doors into walls
« Reply #8 on: December 09, 2016, 10:10:36 AM »
Hi,

Big thanks for your feedback. I'm really sorry for my late reply. Yes, that sounds like a 3ds max versions incompatibility issue. Styles are imported from RC objects stored in .max scenes - as this way it's possible also to easily embed used geometry for involved Segments.

We'll see, what can be done in Library Browser to be "better adapted" for these situations, but I'm afraid it's not possible to bypass this 3ds max's limitation. If you're using multiple 3ds max versions, please always use the "oldest" one to store your styles.

Best regards,

Bruno NM

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Re: how to embed doors into walls
« Reply #9 on: December 13, 2016, 01:26:36 PM »
Hi everyone,

I found this post really interesting. I work with CAD plans a lot like EU7057 do. I just mix the style here with the tutorial style ''parametrising windows''. I add a ''Left Right ?'' for change the orientation of walls or windows, also add a Z offset in case of you need to move windows a bit. And i used ID Material spline ID, wall/door/windows/nothing...
A question remain, i can't understand why Y Offset in my last A2S generator work like the same way than Z Offset (the offset for windows). So i used fixe translation for push windows up. Y Offset could save me a lot of Transform operators.

What do you think about this style ?
After we could include doors, and use selector operators with different models for finish this style.

Paul Roberts

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Re: how to embed doors into walls
« Reply #10 on: December 14, 2016, 05:14:01 PM »
Hi Bruno,

Thanks for sharing your style. It's looking great and it's a fantastic use for RailClone. Regarding your questions and the behaviour of Y and Z Offset on A2S arrays. This is currently a known limitation. When the A2S generator is rotated by 90 degree, both operate the same. The good news is we've fixed this issue in RailClone 3 we is due out for beta testing early next year.

I hope that helps, please let me know if you have any further questions.

Many Thanks,

Paul
Paul Roberts
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Bruno NM

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Re: how to embed doors into walls
« Reply #11 on: December 19, 2016, 08:20:30 AM »
Oh well ! Can't wait Raiclone 3 ! This plugin is amazing !
Have a nice day

Thanks