RailClone > Tutorials

Create a parquet floor

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iToo:
Post here your questions and comments about the Create a parquet floor tutorial.

ludwig:
How must be the settings in mental ray. I try it with: maps\mental ray\Multi/Sub-map. It don't works.
Only Materials\Standard\Multi/Sub-Object gives a result. What is the right way? Thanks

Paul Roberts:
Hi Ludwig,

Thanks for contacting us. There are a couple of differences when using RailClone with Mental Ray and V-Ray due to the functionality of the two engines in 3DS Max. The tutorial was made with V-Ray but unfortunately Operator->Material and Segment->Deform->Mapping are not available with Mental Ray (You can find more details in the Best Rendering Practices guide).

There are a few ways to get around this.


* If the area is not too large, you could turn off the Geometry Shader by unticking Display > Render > Use Geometry Shader . This will return material ID support but disable instancing.
* If you need to maintain instances, then I normally create multiple copies of the source geometry, each with a different material ID. Then add each to railclone as a separate Segment and use the Randomise operator to create the texture variation.
I Hope this helps, please let me know if you have further questions.

Many thanks,

Paul

ludwig:
Hi Paul
Thank you for your helpful Tip. With unchecked  Display > Render > Use Geometry Shader and mental ray Multi/Sub-map until now all Problems are gone.

Many Thanks
Ludwig

Jesse Martin:
In the herringbone tutorial, the offsets seemed like they were just plucked out of thin air, and when trying to reproduce this style of flooring but with different size boards, I had a hard time figuring out what settings to use for padding, etc.

I managed to figure out the formulas if anyone is interested.  I used these formulas inside of an Arithmetic node to create a parametric herringbone floor, so I'll never have to figure it out manually again....

Formula for the Right Padding Offset for the first plank, and the Right Padding offset AND Y Fixed Translation for the Second plank :

-(sqrt((Input1*Input)*2))/2    <--where Input1 is the Width of the Planks

Formula for the top padding for both left and right planks:

-(sin(45)*(Input1-Input2))  <--where Input1 is the LENGTH of the plank and Input 2 is the WIDTH

Also notice that both formulas are encapsulated in parentheses with a preceding minus (-) sign.  This is because the end result should be negative.

If you create numeric nodes for user input and set them to use scene units, name one of them width and the other length, and plug those into the inputs of the arithmetic nodes, you have yourself a parametric herringbone floor...sorta.  These values don't actually change the size of the planks, you still have to do that manually.

Sorry for the quick write-up...I can post images if anyone gets stuck or needs a better explanation.

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