Author Topic: My Procedural Road, *Final* pg. 8  (Read 38948 times)

Offline choronr

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Re: My Procedural Road, Part II
« Reply #15 on: March 08, 2011, 09:53:02 PM »
Looking very good Frank. As for the first scene you made, maybe a 'switchback' (series of 180 degrees turns) up the mountain would be more convincing - but, probably be a bear of a task. The other iteration are also very good. As soon as my render is complete, I'm going to try this road project.

Offline FrankB

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Re: My Procedural Road, Part II
« Reply #16 on: March 08, 2011, 09:59:30 PM »
Wish the council were so gracious about road surfacing here! We get an uneven bloody spewing from the tarmac machine, at best! Procedural potholes, anyone? ;)

Great progress, Frank. You're doing wonderful things as usual. :)

Thanks Martin, much appreciated!

Your comment got me thinking that I might create another variant that produces a much more "worn"  - read: broken - look of the tarmac. With holes and cracks, quick-fixed spots and the like. You know, the kind of road that you and I have in our neighborhoods ;)


Offline FrankB

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Re: My Procedural Road, Part II
« Reply #17 on: March 08, 2011, 10:02:32 PM »
Looking very good Frank. As for the first scene you made, maybe a 'switchback' (series of 180 degrees turns) up the mountain would be more convincing - but, probably be a bear of a task. The other iteration are also very good. As soon as my render is complete, I'm going to try this road project.

Hi Bob, unfortunately that's beyond my capabilities it seems, at least when done procedurally and with functions. I could paint that switchback path, though, and I might at one point.

Regards,
Frank

Offline Oshyan

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Re: My Procedural Road, Part II
« Reply #18 on: March 09, 2011, 05:21:40 AM »
This is really cool work and looking very good, especially the close-ups. The yellow looks a bit pale to me, but otherwise spot-on.

- Oshyan

Offline Volker Harun

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Re: My Procedural Road, Part II
« Reply #19 on: March 09, 2011, 06:21:21 AM »
I am in love with the yellow lines :D

Offline Dune

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Re: My Procedural Road, Part II
« Reply #20 on: March 09, 2011, 06:25:40 AM »
Congrats Frank, this really looks good. I think I've got an idea about how you did this with the x to scalar etc, blue node setup, and just yesterday I vaguely got some other ideas about the problem of roads having the same angle as the hill. I don't know if you managed to solve that one ( I think I see a bit of angling road on top of the hill on your last render?).
I think the asphalt should be a little more gray. I have attached a reflective shader to mine, or you could color it with a distance shader. There will also be the problem (= challenge) of dashed lines, but that may well be done procedurally as well with a sinus function (like my sleepers).
Looking forward to your progress.

Offline FrankB

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Re: My Procedural Road, Part II
« Reply #21 on: March 09, 2011, 07:02:15 AM »
Thanks all!

@Ulco: I have a method to even out the road angle against the hill angle somewhat (but not completely). To be clear I'm talking about the effect that the road would tilt in one direction if it runs alongside a hill. But this method is pretty destructive if the angle gets too high, and it has other unwanted side effects. So all in all, no, I don't have a really good solution yet.
And indeed, the dashed line would have to be created using a trigenometric function. Something based on e^sin(x) s going to be best I reckon, rounded up with a hard step or so.

Regards,
Frank

Offline Volker Harun

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Re: My Procedural Road, Part II
« Reply #22 on: March 09, 2011, 08:17:11 AM »
And indeed, the dashed line would have to be created using a trigenometric function. Something based on e^sin(x) s going to be best I reckon, rounded up with a hard step or so.
If you want the lines to be 10m long, then divide it by 5, make a modulo(2) and put a Nearest integer node after it.

Offline FrankB

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Re: My Procedural Road, Part II
« Reply #23 on: March 09, 2011, 08:37:40 AM »
There you go, ask the function wizard Volker! :)

Offline Dune

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Re: My Procedural Road, Part II
« Reply #24 on: March 09, 2011, 12:07:40 PM »
I know what you mean, I've got a method as well, but fairly hard to get right. This (another) method here evens out quite good, but has a lethal effect on roadsides  >:(
There should be a way to take only the central Y-values of the road as a basis for displacement in the terrain.... but I'm getting a bit tired of functions now.
The problem I also encounter is that I cannot bend the road anymore. I had it working previously, but lost it when going for simple shapes (where it works fine). Anyway, I'll abandon this and get on with my railstuff.
 

Offline FrankB

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Re: My Procedural Road, Part II
« Reply #25 on: March 09, 2011, 12:46:46 PM »
two more, now grey tarmac and white lines, dashed middle.
Second one sunset mood.
... for a change :)

Cheers,
Frank

Offline inkydigit

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Re: My Procedural Road, Part II
« Reply #26 on: March 09, 2011, 01:15:13 PM »
 :o
looking really good Frank....I like this a lot!

Offline FrankB

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Re: My Procedural Road, Part II
« Reply #27 on: March 09, 2011, 01:27:58 PM »
thanks! The road is still quite edgy along the way. I'll have to fix that... doesn't seem so easy to find the right lever.


Offline bla bla 2

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Re: My Procedural Road, Part II
« Reply #28 on: March 09, 2011, 03:13:38 PM »
Je voudrais bien faire pareil.  :-\

Offline inkydigit

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Re: My Procedural Road, Part II
« Reply #29 on: March 09, 2011, 03:18:46 PM »
Je voudrais bien faire pareil.  :-\
vous et moi, tous les deux!
:)