Hello.
I would like to be made smart on something I feel pretty dumb about.
For anything in TG2 I have done with a path or road so far, I have used an image map. I think I just found it easy to grasp as a concept and they are rather easy to make, so I just stayed with it up until now.
Some down sides of making an image map for a road:
It can be hard to pinpoint an exact spot on the map; for example, if the part of the road/path directly in front of the camera is un-attractive (shape/size), then going into photoshop to paint a change at that exact spot is difficult. I often spend a lot of time setting up "landmarks" so I can quickly identify a location I may want to jump to, or do work on for a different shot of the same scene.
Another issue with image maps that can come up has to do with size. So if you made a map and the roads width is in need of changing... well this creates a ton of issues; pixel size of paint marks, coordinates of map, and no mater how you do it any land marks you created and populated around are going to be seriously altered.
A good thing about using image maps is the ability to create and alter appearance in very specific ways. And assuming position and size are good, then its a simple mater to use the same map as a mask to control all populations along the path.
But what about SSS? I have never used one on my own. And if I have one in any of my work, it was provided by a community member as a TGC (clip) file. And in that case I would have just used it and not thought to much on it.
I am guessing that one big difference with Simple Shape Shaders and Image maps, is that the SSS will be a more general, less specific shape. Is that correct? But other than that what is a plus and minus of using thee SSS node over a Image map?
Assuming that I just want to have a road that is basic, no specific turns or edges relative to camera position, and just want it to head off in a general direction (say west?) and maybe just meander a bit on the way (some nice curves), well then what do I need to know?
I have looked at several TGDs provided by the community with Simple Shape Shaders used for paths and such. But the issue that I am having with that is the node networks are very complicated in the finished form, and its had to see how the SSS is affecting and not effecting everything else in the node tree.
So from the perspective of someone who wants to understand SSS for a path/road by building it from the ground up. What do I need to know?
If this is to much of a redundant post, please just link me to some place.
Thank you.