Quote from: j meyer on May 07, 2014, 11:11:51 AM
The warp shader seems to be the wrong tool for this task,at least imo.
The masked man suggests describing sections of track mathematically so you have pieces like a train set.
Joining them up would be difficult'ish, but building the pieces would be the first step.
Constants: center of curvature, inner/outer radius of sleepers/track, start and end angles of curve.
Sine function on the angle from the center of curvature to create radial spokes at the frequency of the sleepers, colour adjust node applied to that to define the width of the sleepers multiplied by a mask for inner/outer radius of sleepers.
The sleeper would not be rectangular, but at a radius of 600m they'd be close enough.
Straight sections of track could be trickier (when not along X or Z)
[EDIT] Straight sections:
What we know: Position of end of the track, tangent to the track curvature at the ends (direction the straight track should go).
Using a similar approach, sine function of X or Z to define spacing of sleepers, rotate to match tangent, colour adjust to define edge of sleepers, transform to fix spacing of sleepers at the join, mask with SSS to define ends of sleeper and length of track. Sounds possible.
You'll also want a gradated radial mask parallel to the track so that you can create different track features (distribution of rocks, raising track above terrain), but the basic building blocks would be similar.
[/EDIT]