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General => Image Sharing => Topic started by: Dune on January 27, 2013, 02:29:51 AM

Title: procedural guard rail
Post by: Dune on January 27, 2013, 02:29:51 AM
Like mentioned in bla bla's post. I think I'll make this a little better and add it as a bonus to my road package.
Title: Re: procedural guard rail
Post by: bla bla 2 on January 27, 2013, 04:18:29 AM
Salut, merci comment on fait ? Ca m'intérresse.

Hi, thank you how it's done ? It interrested me.
Title: Re: procedural guard rail
Post by: mhaze on January 27, 2013, 04:48:43 AM
I really don't know how you do it!
Title: Re: procedural guard rail
Post by: TheBadger on January 27, 2013, 04:53:34 AM
Wow man. WOW!. Nice going Ulco, its impressive
Title: Re: procedural guard rail
Post by: Kadri on January 27, 2013, 04:54:16 AM
Interesting Ulco!
Is it a cloud?
Title: Re: procedural guard rail
Post by: yossam on January 27, 2013, 06:34:53 AM
It looks like a SSS, then again I'm guessing.
Title: Re: procedural guard rail
Post by: Tangled-Universe on January 27, 2013, 07:40:27 AM
Awesome Ulco, really cool!
Title: Re: procedural guard rail
Post by: masonspappy on January 27, 2013, 11:17:14 AM
Dune, to be honest I wasn't at all sure that could be done.  You really have a handle on this stuff. Great job!
Title: Re: procedural guard rail
Post by: choronr on January 27, 2013, 11:35:20 AM
Ulco, you are one enthusiasm generator. I'm saving up for that road pack.
Title: Re: procedural guard rail
Post by: Dune on January 27, 2013, 01:34:27 PM
Slight improvement (but it took me all day  :P ).

@kadri: it's not a cloud.
Title: Re: procedural guard rail
Post by: choronr on January 27, 2013, 03:27:51 PM
That corrugated metal looks much more real.
Title: Re: procedural guard rail
Post by: Oshyan on January 27, 2013, 04:53:05 PM
You are some kind of dark wizard, Ulco. :D

- Oshyan
Title: Re: procedural guard rail
Post by: Kadri on January 27, 2013, 07:15:40 PM
Quote from: Dune on January 27, 2013, 01:34:27 PM
...
@kadri: it's not a cloud.

Thanks  :)
Title: Re: procedural guard rail
Post by: Matt on January 28, 2013, 02:01:19 AM
Does not compute  :o
Title: Re: procedural guard rail
Post by: Walli on January 28, 2013, 02:46:12 AM
very cool!
Did you use properly masked copies of the original terrain (driving procedural) to create the posts and the rail?
Well, I guess a magician should keed his wizardry secret ;-)
Title: Re: procedural guard rail
Post by: Dune on January 28, 2013, 03:02:25 AM
@ Matt: Does not compute?  ???

It'll all be clear soon: watch out for an update on the Hillside Road at NWDA. In the meantime I'll refine it a little bit more, and think if I can come up with something else to go with roadsides...
Title: Re: procedural guard rail
Post by: Walli on January 28, 2013, 03:50:51 AM
lampposts? Mailboxes? Hot dog stalls?

We need information ;-) Looking forward, looks really interesting
Title: Re: procedural guard rail
Post by: Tangled-Universe on January 28, 2013, 03:57:13 AM
Quote from: Dune on January 28, 2013, 03:02:25 AM
@ Matt: Does not compute?  ???

That's about the biggest compliment you can get Ulco, because seemingly Matt also has nó clue about how you did this ;D
Title: Re: procedural guard rail
Post by: Dune on January 28, 2013, 06:24:36 AM
Good, that makes my day  :D Better update now rendering with the refraction index set to steel (2.5). RT reflections take ages, so that's a no-go.
Title: Re: procedural guard rail
Post by: Tangled-Universe on January 28, 2013, 07:13:43 AM
Quote from: Dune on January 28, 2013, 06:24:36 AM
Good, that makes my day  :D Better update now rendering with the refraction index set to steel (2.5). RT reflections take ages, so that's a no-go.

That's a good decision as you wouldn't see mirror-like reflection anyway, especially if the steel is galvanised.
I think galvanised steel may have a different IOR anyway, but it shouldn't differ too much. You can actually use your steel surface colours as a mask to make sure that the brightest patches of galvanised steel don't reflect as much as the darker patches. I think that may look best and also adds interesting variation in specular pattern.

Truly awesome work, once again, Ulco. I'm really looking forward to get my hands on this as I have seen some very inspiring photo's with roads lately.

Cheers,
Martin
Title: Re: procedural guard rail
Post by: Dune on January 28, 2013, 07:21:54 AM
Yes, I was thinking to add the particular specks of zinc or whatever it is, so it looks like the typical galvanized steel, and maybe blend the reflection by that as well. I'll look it up beforehand at google or along the road. I'm still looking for a way to smooth the terrain for the rocks (fake stones), and not get straight edges along the road. Bit of a struggle, so I'm now warping the edge a little extra.
Title: Re: procedural guard rail
Post by: Dune on January 28, 2013, 07:27:58 AM
Doesn't this look familiar somehow (think blues)?
Title: Re: procedural guard rail
Post by: FrankB on January 28, 2013, 07:31:51 AM
If I had to give this a shot I'd say that's a very long and thin SSS warped along the road, floatig a bit. It's "held" by regular (modulo) displacements along the road :D
Well, that's what I'd do (or try).

Either way, it's genius and quite cool!

Cheers
Frank
Title: Re: procedural guard rail
Post by: cyphyr on January 28, 2013, 07:55:44 AM
Of course it could be an SSS masked plane ...
Very cool work however it's done
Richard
Title: Re: procedural guard rail
Post by: FrankB on January 28, 2013, 08:37:47 AM
Quote from: FrankB on January 28, 2013, 07:31:51 AM
If I had to give this a shot I'd say that's a very long and thin SSS warped along the road, floatig a bit.  ...

Bull. Since when can simple shape shaders float :D
That has to either be a set of long plane objects arranged nicely and properly displaced, or some other object.

Title: Re: procedural guard rail
Post by: Tangled-Universe on January 28, 2013, 08:48:26 AM
Yes by disabling RTO you can displace objects as well.

Each segment of guard rail is then stitched together using correct spacing for x or z and then spacing variation disabled for both x and z and also disable random rotation Y.

If you then apply the same fractal which displaces the sss to the object maker of the guard rail population then they should match.
It's then a matter of offsetting the position to have it next to the road.
Title: Re: procedural guard rail
Post by: Dune on January 28, 2013, 01:35:55 PM
You're getting quite close, guys  ;)
Title: Re: procedural guard rail
Post by: FrankB on January 28, 2013, 02:28:16 PM
Quote from: Dune on January 28, 2013, 01:35:55 PM
You're getting quite close, guys  ;)

We're good  8)
Title: Re: procedural guard rail
Post by: FrankB on January 28, 2013, 02:29:55 PM
I have never tried whether it's possible to distort a shader array, but that would be another way to set those little pillars at exact distances along the roadside.
Title: Re: procedural guard rail
Post by: Tangled-Universe on January 28, 2013, 02:37:58 PM
Quote from: FrankB on January 28, 2013, 02:29:55 PM
I have never tried whether it's possible to distort a shader array, but that would be another way to set those little pillars at exact distances along the roadside.

In my slim experience with shader arrays they were unstable if you use many shader array points / large arrays.

I still think it's 1 guard rail segment of, say, 2 metres stitched together as a population with 2m spacing and 0 spacing variation and blablabla like I said above :)
Title: Re: procedural guard rail
Post by: dandelO on January 28, 2013, 05:11:51 PM
I think it's what would be a solid wall for the metal section with an opacity function to remove the part that meets the ground and using some alternating b/w blend function for the pillar spacing. I can see how that could work. Is it Ulco's method, though?

Maybe it's just a floating plane, rotated and displaced by the road warper, sitting on top of the posts?
Title: Re: procedural guard rail
Post by: Tangled-Universe on January 29, 2013, 02:22:35 AM
Could also be, nice thinking Martin :) it looks like the guard rail has thickness though?

On second thought...as far as I know you can not build an opacity function which uses object space, since we only have terrain space and world space. If he did it this way then it must be through using a get altitude function and raise the result by the desired height. Don't know exactly.
Title: Re: procedural guard rail
Post by: Dune on January 29, 2013, 03:23:27 AM
Well, at least I made you guys use your brains again  ;) The rail indeed had thickness, but I took the middle/top section out so two vertical strips remain, which I liked better than the solid block of steel. I have thought of the ability to add some attachment strips across, but didn't get to it yet. In theory it should work, however.
I have reworked the surface, so the fake stripes have gone, and the iron is just 'ribbed', with a corrugated fractal as basis, where the reflections is blended by the (color adjusted fractal. Also made the poles shiny metal with some rust. Last version rendering now...
Title: Re: procedural guard rail
Post by: Tangled-Universe on January 29, 2013, 03:26:43 AM
Looking forward to it Ulco!
Title: Re: procedural guard rail
Post by: Dune on January 29, 2013, 03:48:51 AM
Here you go.
Title: Re: procedural guard rail
Post by: FrankB on January 29, 2013, 11:55:30 AM
Very good, Ulco!
The rail isn't convincing yet in terms of realism, but the sheer possibility to make one is amazing :-)
Title: Re: procedural guard rail
Post by: jaf on January 29, 2013, 12:42:50 PM
Wow, looking great.  I believe the railing should go to the inside of the posts (the road side.)
Title: Re: procedural guard rail
Post by: masonspappy on January 29, 2013, 06:58:12 PM
Just realized there is a buzzard on the slope above the road.
Nasty creatures.
Title: Re: procedural guard rail
Post by: yossam on January 29, 2013, 08:07:43 PM
A big a** buzzard !!!
Title: Re: procedural guard rail
Post by: Dune on January 30, 2013, 03:32:20 AM
I've got another idea to make two vertical sides of the railing. Usually with highways there's two sides, along country roads it might be one at the inside indeed. I'll make that distinction and try to color it better. Also got an idea for better posts.
The buzzard is a vulture I had 'lying around' and never quite finished. It is quite reasonable now, so I gave it a podium.
Title: Re: procedural guard rail
Post by: Dune on January 31, 2013, 02:31:35 AM
another version, and a test deviation. Still looking for a monorail train... or have to model one.
Title: Re: procedural guard rail
Post by: yossam on January 31, 2013, 04:24:30 AM
I thought I had a monorail model, but I can't locate it at the moment. I'll keep looking.

I like your last iteration of the guard rail.  ;)

By the way, your buzzard looks hungry. have you fed it lately ? It' just waiting on the next vehicle to come around the corner.
Title: Re: procedural guard rail
Post by: ajcgi on January 31, 2013, 07:10:37 AM
Wow I'm intrigued by this!  :o
Title: Re: procedural guard rail
Post by: j meyer on January 31, 2013, 10:55:28 AM
Some elements don't reflect it seems.
Any idea why?
Title: Re: procedural guard rail
Post by: bla bla 2 on January 31, 2013, 12:59:21 PM
Fait un pont.  ;D
Title: Re: procedural guard rail
Post by: Dune on January 31, 2013, 01:21:45 PM
QuoteSome elements don't reflect it seems. Any idea why?
Yes, because I deliberately made reflective vertical stripes. Or do you mean something else?
By the way the terrain is horrible, it's just a POP.
Title: Re: procedural guard rail
Post by: bla bla 2 on January 31, 2013, 02:40:26 PM
C'est possible de faire un pont, Dune ?

it is possible to make a bridge, Dune ?

(google translate) :-[
Title: Re: procedural guard rail
Post by: otakar on January 31, 2013, 03:40:51 PM
Incredible. That weathered road, btw, is simply fantastic. I'd make it into a crumbling country road, intersecting an old railroad track, rusty signs and all... ;)
Title: Re: procedural guard rail
Post by: Kadri on January 31, 2013, 11:40:19 PM
Quote from: bla bla 2 on January 31, 2013, 02:40:26 PM
C'est possible de faire un pont, Dune ?
it is possible to make a bridge, Dune ?
(google translate) :-[

I wouldn't surprised anymore if he makes one :)
Using two nearly identical terrains with one invincible comes to my mind ,
but Ulco might have a very different approach maybe...
Title: Re: procedural guard rail
Post by: Dune on February 01, 2013, 04:08:52 AM
Here's your bridge. But if you look carefully you'll see that there are some issues, which can't be solved at this stage of TG, especially when using water.
Never mind the terrain, I was still fiddling with sizes of stuff. And the diesel is supposed to pose as a monorail. I just cut the wings of a boeing to use the hull as an alternative monorail train.
Title: Re: procedural guard rail
Post by: j meyer on February 01, 2013, 10:32:00 AM
Quote from: Dune on January 31, 2013, 01:21:45 PM
QuoteSome elements don't reflect it seems. Any idea why?
Yes, because I deliberately made reflective vertical stripes. Or do you mean something else?
By the way the terrain is horrible, it's just a POP.
Actually I meant something else: you can see the underside of the locomotive being
reflected in the water,but you don't see the monorail structure beneath the machine.
Same in your latest pics,you can see the pylons,but not the monorail structure.
Title: Re: procedural guard rail
Post by: Dune on February 01, 2013, 12:05:23 PM
That's one of the things that can't be solved, I'm afraid..................... or maybe so, I have to experiment a little more.