Andrew Price mentioned in one of his tutorials it would come in handy to have a floor board generator like in some other modelling packages so I put together a simple one. It generates real (but simple) geometry, complete with thickness (by way of the solidify modifier) and bevels (also with a modifier).
Details on how to download and use the script are in this article.
All archviz artist will be very happy… and me too!!!
Thanks a lot.
I tested also the mapping and selecting all the faces and press U -> unwrap I’ve what I’m searching for a long time…every board have different UV from the others and it’s very very good to have randomness…
First of all thank you for this useful add-on. I wish to suggest you to submit your script to the attention of Meta-Androcto who’s the maintainer of the Building Objects add-on (which includes several addons) for inclusion in the latter. Perhaps it might need a little bit of polishing or more testing but would makes sense to have it within this collection of architectural tools.
Just for fun I thought I would see if the Plank generator would run under my RE:animate series addon architecture. It looks like it does. Using RE:Plank you can animate the floor growth over time. I placed Michael’s mesh generation routine inside the events.py of the AddOn. This is essentially how the parametric beam modifier works as well. But this AddOn contains updates to 2.68 and runs as an AddOn instead of a script.
Really nice, thank you. Would it be possible to get it to just put planks in a volume or Greasepencil stroke ? Your Tree Addon allows to define the shape, it would be nice to have the same feature here. The best thing would be to have them cut exactly on where the stroke/volume is.
Maybe doable with Boolean or knife project integrated in your add-on ?
I added a feature to the floor board generator I really needed myself: a uv map with random offset for each individual plank. Without random offsets the floor looks as if it was sawn from and endless piece of wood, with the random offsets each plank looks individual. The option is set by default; if unchecked a plain uv map is added (similar to project from the top view).
@TynkaTopi: good point, I actually violated one of my own guiding principles: do not fix anything that might be used by others in creative ways I will change the properties that have hard minima or maxima to soft extremes (that way the sliders will not move beyond these limits at first but you can override that by manually typing a value)