We have a special type of model we call Kitchen items.
It is the items that are made to draw a kitchen.
They are made to snap perfectly to each other, and the users can change texture top and base.
To obtain this feature the models has to have the exact measurement to each other, and the parts have to have the names: kitchen_front and kitchen_top. Lower case and the _ is important.
All corner items have to have the keyword: #PHP_DIAG# written in the product properties site.
The geometry named kitchen_front and kitchen_top also have to have UVW-mapping set to real-world size, and the gizmo for UVW-mapping have to be set exactly like the other.
It should also be known that the 2d floor plan do not use SVG-symbols for kitchen! Except sinks and stoves, and other “symbols”.
3ds Max-modeling:
Start by opening the example-scene. Use these as a base for your product.
Remember to name the objects exact. And place uvw-mapping as it correspond when you place the kitchen items next to each other.
Product Properties:
Collection: Kitchen items
Owner: Roomsketcher Kitchen
Item type: Floor: Kitchen Items
Dimension Type and Floor Controls: if the model contains other geometry than kitchen_front and kitchen_top the Product Z (mm), Drop Height and Stack Height, should all be set for 900. (Same as kitchen_top)
We have a special type of model we call Kitchen items.
It is the items that are made to draw a kitchen.
They are made to snap perfectly to each other, and the users can change texture top and base.
To obtain this feature the models has to have the exact measurement to each other, and the parts have to have the names: kitchen_front and kitchen_top. Lower case and the _ is important.
All corner items have to have the keyword: #PHP_DIAG# written in the product properties site.
The geometry named kitchen_front and kitchen_top also have to have UVW-mapping set to real-world size, and the gizmo for UVW-mapping have to be set exactly like the other.
It should also be known that the 2d floor plan do not use SVG-symbols for kitchen! Except sinks and stoves, and other “symbols”.
3ds Max-modeling:
Start by opening the example-scene. Use these as a base for your product.
Remember to name the objects exact. And place uvw-mapping as it correspond when you place the kitchen items next to each other.
Product Properties:
Collection: Kitchen items
Owner: Roomsketcher Kitchen
Item type: Floor: Kitchen Items
Dimension Type and Floor Controls: if the model contains other geometry than kitchen_front and kitchen_top the Product Z (mm), Drop Height and Stack Height, should all be set for 900. (Same as kitchen_top)
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