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Information Clause

In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)

2. Data Protection Inspector can be reached through e-mail: iod@evermotion.org

3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
a) prepare, conclude and execute the agreement and for other purposes approved by you,
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10. Your data will be automatically processed, including the form of profiling.
11. You are obligated to forward above mentioned information to your representative, especially if you appointed this person in the agreement as the contact person or as the representative for the agreement execution.

OK

Blender 2.8 Wooden Floor Tutorial

Chocofur 2019-07-03 13:46 tutorial  > Blender  > modeling

Learn how to create realistic wooden floor textures in Blender 2.8 with Evermotion's tutorial. Discover texture painting techniques, material settings, and shading tips to achieve stunning wooden floor visuals for your 3D scenes.

In today's Blender 2.8 tutorial I want to show you how to create a wooden floor material, using just a single texture and a single 3D model! You can render this type of floor and create your, diffuse textures, which can be later used for Eevee and Cycles shaders creation.

Creating a plank is the simplest part: just make a rectangle, unwrap it and assign difuse texture. We create pattern of planks with array modifier. But how we can get unique wood textures for different planks in array? We can use UV offset in Array Modifier settings. If we have seamless texture assigned to our model, each instance in the array will have a slightly different position of uvmap on the texture. This way our planks will be unique. With add ing more array modifiers we can expand our floor area.

We use Hue / Saturation node and Object Info node to ranodmize colors of planks. We need to separate our planks (each plank should be a single model) to see the result.

 

 

Author: Chocofur Editor: Michał Franczak
Tags: floor blender blender
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