Lane Striping & Fences
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Posted Thursday, July 23, 2009 4:49 PM


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Hi all,

I have two questions related to lane striping and bridge fencing.

1) After applying an edit poly modifier to my highway road lofts, I loop select the striping edges and make a bunch of lines. Those lines do not always have the same start point, so sometimes the sweeped dashed lines do not line up. How do you guys handle this? I have been adding a ton of additional materials for each stripe that contain the same dashed line alpha map, but I offset the alpha map until the lane stripes line up. There has to be a better way to do that. I hope this question makes sense...if not, please let me know and I will upload a test render.

2) Please see the bridge test renders. The fencing is not really showing up in the overall aerial rendering, even with high image precision settings. It is simply an alpha map over a black diffuse color...nothing special for now. Do you know what steps I could take to make the fencing show up in renders from a distance, or at least have them look black and reveal less of the posts behind the fence?

Any suggestions would be appreciated. Thanks for your time!




Eric Pheifer

Post #2505
Posted Thursday, September 17, 2009 9:24 PM


"old dog"

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Sorry for the delayed response.  I'm finding that I need to re-subscribe to several forums since we shuffled them around.

Okay, to answer your question. Sweeps will always start at the first vertex of the spline.  In this case, your two striped lanes are slightly offset by the stop bar at the far end.  To get them to be the same, just swap the vertex order.  That should get them to line up.  Similarly, if you are using a custom shape, the mapping will start at that splines first vertex.

Changing the vertex order can be handy with some objects like oil streaks.  You can get some randomness even when using the same map.  It's a little bit like "flipping" the billboard trees.

BTW, great looking bridge model!

Glen Loyd

Lead Design Visualization Specialist  | Parsons Brinckerhoff
www.pbprojectviz.com



Post #2645
Posted Thursday, September 17, 2009 9:30 PM


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Thanks for the response! I finally figured out the vertex order for the lane stripes (see attached) a week or so ago. Your tip about changing the vertex order to induce some randomness seems like a great idea. I'll have to try that out when I get around to adding oil streaks, more striping, and cars to the model.

Thanks,

Eric Pheifer

Post #2646
Posted Thursday, September 17, 2009 9:43 PM


"old dog"

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Wow!  You've been busy.  It's really starting to fill out there.  Keep us posted on the progress.

Glen Loyd

Lead Design Visualization Specialist  | Parsons Brinckerhoff
www.pbprojectviz.com



Post #2648
Posted Thursday, September 17, 2009 10:12 PM


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Oh.  Second answer (the fence alpha).  I'm betting that it has to do with the anti aliasing.  Check out Tom's rant about Bitmap Blur:

http://www.pbviz.com/forum/Topic2343-9-1.aspx

I have "cheated on some fences that are in the distance and just made them a simple grey material with transparancy.  Saved in render time and the camera never got close enough to really notice.  Since the fence is about 90% negative space, it would appear about 10% opaque. 



Glen Loyd

Lead Design Visualization Specialist  | Parsons Brinckerhoff
www.pbprojectviz.com



Post #2652
Posted Monday, September 21, 2009 5:19 PM


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I was going to mention the bitmap blur. try turning your bitmap blur (on your alpha and your diffuse, bump, etc.) to .01 and see what happens. you can also try turning off filtering for the opacity map and seeing if that makes ti look sharper.

THOMAS SHANNON

SENIOR DESIGN VISUALIZATION SPECIALIST
PB Project Visualization
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Post #2658
Posted Wednesday, October 28, 2009 2:16 AM


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Here is the updated render with the bitmap blur turned down to 0.01. Please let me know what you think.

Thanks!



Eric Pheifer
Post #2678
Posted Thursday, October 29, 2009 5:42 PM
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Looks good.  Is every different piece of the project modeled?  I mean was every single element drawn?

My only comment is engineering.  The paint striping on the lower on-ramp is incorrect.  I attached the pages from the MUTCD for reference.  An easy way to remember the direction of the chevrons are that they push the driver back into the lane.  The left ramp chevrons are pulling the vehicle away from the lane.

The only hiccup I am having with drawing my interchanges is the fill slope wrapping around the under side of the bridge.

Carl

  Post Attachments 
Pages from mutcd2003r1r2complet.pdf (8 views, 53.38 KB)

Post #2681
Posted Thursday, October 29, 2009 8:38 PM


"old dog"

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It's really coming along nicely!  I wouldn't have caught the gore striping and didn't know there was a right/wrong way for the stripes to face.  Thanks for that info Carl.

The only thing I might suggest that you "tidy-up" would be the grass material.  it's doing that annoying pattern thing that maps tend to do.  One simple trick I've learned is to set up a blend material with two unique grass bitmaps (try to keep the colors sort of close).  I've even used a mix within each of those.  One important step is to use Real-World Coordinates in both the map and UVWs, but have each material with a different size.  For example, try one grass at 6'x6' and the other at 4'x4'.  The blend map can be a simple Noise or other procedural adjust to the blend effect that you like.

Glen Loyd

Lead Design Visualization Specialist  | Parsons Brinckerhoff
www.pbprojectviz.com



Post #2682
Posted Thursday, October 29, 2009 8:45 PM


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[quote]Tom (9/21/2009)
I was going to mention the bitmap blur.[quote]

I always manage to beat Tom to these posts, but truth be told he's the one who figures all this stuff out like the bitmap blur settings and now gradient ramp/viewport (I'll let you explain that one, Tom!).  No doubt once he comes up for air from Presidio Parkway he'll catch us up us all on his useful findings.

Glen Loyd

Lead Design Visualization Specialist  | Parsons Brinckerhoff
www.pbprojectviz.com



Post #2683
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