SS ^^

Started by bla bla 2, March 15, 2015, 04:51:29 PM

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bla bla 2

 :)

Hello, les ami(e)s. Rien que pour faire un virage en S, c'est compliqué. O.O

J'essaie de faire sous chaque fichiers et différentes techniques pour faire un circuit, imaginaire.

(Mais, quel merdier parcontre.) (<<humour). ^^

--
(google translate, please.)

bla bla 2

Hello, the friend (s). Just to make a turn in S, it's complicated. O.Ö.

I try to do in each file and different techniques to make a circuit, imagination.

(But what a mess against.) (<< Humor). ^^

TheBadger

QuoteJust to make a turn in S, it's complicated
I still believe Matt is a sadist at some level.
It has been eaten.

Dune

Is this what you mean?

bla bla 2

It would have to make 90 °. As bend. If this is possible. :D

Dune

You have to play with the settings (size of SSS, transform shader and amount of vector displacement) and see what can be done. It's tricky.

bla bla 2

Okay, Thank you.  ;)

otakar

Bastien, if you want total control, you can do that using simple shapes. Here is just a quick representation using a square and a circle (the second circle making the donut is derived from the first one via the Transform node). You create this at 0/0/0 location and then move the complex using a Transform shader. I have actually thought about a few clips using nodes with internal networks like this for a park project I started a while ago  - but then sadly abandoned  - because there are a few common geometrical shapes one might need again and again.

Dune

The problem with these simple shape setups is probably (for Bastien) that you can't warp roadlines the same way as the road, so I think he needs a warped setup, and not a masked.

otakar

Quote from: Dune on March 19, 2015, 03:35:51 AM
The problem with these simple shape setups is probably (for Bastien) that you can't warp roadlines the same way as the road, so I think he needs a warped setup, and not a masked.

You mean the striping? Yeah, I guess that could be an issue.

mogn

#10
It is possible to make a correct procedural road (mask) from any smooth function of x.

Scale, rotate, translate a get function.
Extract x and z
calculate F(x)
mask1 = hardstep(F(x), z)
calculate F'(x) = dF(x)/dx
v = Atan(F'(x))
rotate z v radians
add road Width to z
mask2 = hardstep(z, F(x))
roadmask = complement(multiply(mask1,mask2))

Dune

 :o ??? :-\ If you could put that into a series of blue nodes, I'm sure you can make some of us very happy  ;D

bla bla 2

I'll try               (Je vais essayer)  :D

mogn

I realize that my algorithm has a failure. I will try to correct in 12 hour from now.

mogn

The corrected algorithm is now:

Scale, rotate, translate a get function.
Extract x and z
calculate F(x)
mask1 = hardstep(F(x), z)
calculate F'(x) = dF(x)/dx
v = Atan(F'(x))
w = roadwith/cos(v)
mask2 = hardstep(z,F(x)+w
roadmask = complement(difference(mask1,mask2))