Desert Road

Started by WAS, May 30, 2018, 01:39:41 AM

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WAS

A procedural road share I've been working on. It was pretty long and stretched to the distance, but I wanted dashed lane division so I had to use the array shader for that to be procedural, which forced the road to be shortened. It's still pretty long.

The cracks go to crap at any sort of distance to MPD restraints I'm guessing by the polygony distortion. Going to do a high GI setting render over night to see if I can't bring the cracks out and look it over before sharing. May add more. Suggestions welcome.

Specular highlights may be turned down a little low as the speckles in the tar/stones seem very faint. Addition the asphalt is not the best imo. I couldn't "inset" or embed the rocks into the tar/debris surface like I wanted, but when not up close it looks decent.

Dune

Some cacti maybe?
You can do the stripes by SSS and a sinus setup. I may have shared a road years ago (can't remember), but I also have a more 'sophisticated' one at NWDA ( http://www.store.nwdastore.com/dunes-mountain-road

J_Con

Pretty cool.Nice job!

WAS

#3
Quote from: Dune on May 30, 2018, 01:47:56 AM
Some cacti maybe?
You can do the stripes by SSS and a sinus setup. I may have shared a road years ago (can't remember), but I also have a more 'sophisticated' one at NWDA ( http://www.store.nwdastore.com/dunes-mountain-road

Not sure I have any handy at the moment. I'll have to search around for some. Being a share file, I don't really focus on objects, as due to licenses I nearly always can't share them. But it would look nice with some dead grasses, cacti, and dead like tumble weed or something. Also tried fake stones... twice, but wasn't liking it. Rock pops seem to stand out to me for some reason. Not good with mesh displacing I guess.

That's a pretty nice mountain road setup! Exactly like what I want to translate this into, like many of the alpine lakes we have here, they often have roads that ride above them. 

I am assuming you wee going for a concete look by the lighter grays? I am doing a relatively new asphalt with the start of potholing, like when it sinks into little bowls and starts cracking. Like many of the crap brand new roads they've installed here. Lol One of them in down is like this and not even a year old. It gets hot, and since we have rain 80% of the rest of the year, it washes out out under the roads, so when hot, it divots in.

Quote from: J_Con on May 30, 2018, 01:50:37 AM
Pretty cool.Nice job!

Also, thank you J_Con!


bobbystahr

Well done, maybe some sand drifting over the road as it seems to be almost sinking into the sand, but over all I like it.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist


WAS

#7
Thanks. I was going to share this, but I may not now. Dune has a similar setup on NWDA and I don't want to usurp on his work without permission, out of respect. I also want to get the lanes working on a 'sinus setup' whenever I crack that in my head. Arrays, while initially very handy in my head, are very slow at computation beyond a few multiplied iterations.

Dune

#8
That is very decent of you. So I will share my roadlines in the sharing section. It's not the complete Mountain Road system anyway, so I might as well  ;)

Here: https://planetside.co.uk/forums/index.php/topic,24552.new.html#new

DocCharly65

Oh cool road WASasquatch. I agree with the wishes for some cacti. :)

Nice stripes, Ulco... wow, if I knew these 2 years before when I experimented with my versions... :D
But nevertheless it's a nice experience to find out similar solutions on your own :)

WAS

Quote from: Dune on June 01, 2018, 01:27:05 AM
That is very decent of you. So I will share my roadlines in the sharing section. It's not the complete Mountain Road system anyway, so I might as well  ;)

Here: https://planetside.co.uk/forums/index.php/topic,24552.new.html#new

Thanks for the share, Ulco. With this, I imagine people should be able to create roads easily. Just up to curves and boundary masks. I'll release my asphalt in the materials section.

J_Con