Here we go. Doing some final adjustments to the mountain road setup before putting it up at NWDA. A little teaser to start with. Not too perfect as a total design (so don't hold me accountable for that), as it's only about the road.
Looking forward to this. Thanks again for offering up your work for the rest of us to play with. Mick
I wonder if it's possible to put a procedural guardrail on the road's edge?
Looks good Ulco.
Quote from: masonspappy on December 20, 2012, 04:52:08 AM
I wonder if it's possible to put a procedural guardrail on the road's edge?
Would be interesting to see done. I think I would expect an object would look better no mater what though.
I did try out a low wall, which is possible. Blended by slope it can be had only near steep sides, and made intermittent with a sinus node. But I can't get the top flat, so I leave it out. There's a small thing I need to find out; my gravel (an extra surface layer to be enabled, if you want a gravel road) doesn't cover the whole road. Patches have no gravel. I had that problem before and had it solved, but I have to find the *%$#@ file.
Solved. Few more things to do. Soon available.....
Comment tu fais pour que la route soit plat et non suivant le terrain ?
How do you do that the road is flat and not according to the ground ?
I very like the mood of the two last image. Very nice light and vegetation.
QuoteHow do you do that the road is flat and not according to the ground ?
That's a feature to be disclosed soon at NWDA.
Very good Ulco. I'm wondering if with a setup like this, one could pop the road into and existing heightfield or fractal terrain with a minimum of adjustments (brain drain)?
Hey Ulco.
I am interested in this too. When you put this up at the store I can anticipate needing some guidance with using the files creatively. As opposed to just putting the clip in as is.
You can alter the seed of the main terrain (and/or the warp of the road) with just one (or two) mouse clicks and you have a totally different layout. You can raise/steepen the hills to quite steep slopes, or make it quite level. The road will always be level. It won't work in an existing heightfield, as the initial terrain should not be too rough (smallest size determines the bumpiness of the road, though for a mountain path that should be ok). The initial terrain needs to be perlin as well, no sharp dips (ridges/billows), or they end up in the road as well. They can be added though, in the pre-masked outside road area. That's where you determine the details of the terrain. You can also move the terrain (while the road stays in place) so the road ends up where you want it in the terrain. Say you have a terrain with a nice looking valley, but the road is going over the hills and you want it right alongside or in the valley, you just move the terrain. If you want a rutted gravel road instead of a tarmac road, just switch. All taken care of. All I have to do is to determine a reasonable price for such a great asset ::)
Added some very basic quick renders to demonstrate what I mean (low and high are the same terrain seed, but higher displacement).
Thank you Ulco, I am looking forward to this.