Highway Viz - Texturing Help??
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Highway Viz - Texturing Help?? Expand / Collapse
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Posted Sunday, April 15, 2007 12:40 PM


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A very good highway model, but without road markings.....??!! So how to do this nicely? Are you guys using textures for this? or any other trick??

Some of my friends are happy with small strips of plane or extruded white pieces pasted on top of asphalt surface (Don't tell them there is a change in the design..!!) 

Once I tried with the road lanes as renderable lines and applied a material like b/w checker texture. But this gives only dashed road markings. (I got shadows of the markings too!!)

I'm interested to know how the experts do this?

Jerlin
Post #806
Posted Monday, April 16, 2007 1:27 PM


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Well there are several ways to do this..

One way would be to make lofted roads, that way you could map a tiled section of roadway to it and it will accurately tile and follow the road around curves and all. And you can adjust the tiling right inside the loft modifier settings without even the need to apply a uvw mod.

You can also do what you did before by using renderable splines and to get rid of the shadow you can just go into the properties of the object and turn of the cast shadows check box.

Or if you have a strange bit of road way or a parking lot or whatever, you can just use the unwrap modifier, unwrap the object and render our a uvw texture file which you can then bring into PS and hand paint it.

-Chris


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Christopher J. Leone
Parsons Brinckerhoff
75 Arlington Street, Suite 9
Boston, Massachusetts 02116



Post #807
Posted Monday, April 16, 2007 5:13 PM


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Another trick we use with striping is a sweep modifier and a "bar" shape to nearly flat.  it works similar to a loft in that the mapping coordinates will follow the spline.  An MSO material can be used with multiple slpiinesin one object so you can have the dashed, yellow and white stripes all in one object.  Then I would turn off "cast shadows" in the object properties.  It will still cast GI if you are using V-RAy, but it soesn't look weird like a hard shadow.  Same technique can be used for oil streaks.  I used this technique on the image in this link (the oil is part of the road surface map):

http://www.pbviz.com/forum/Topic466-12-1.aspx

Glen Loyd

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



Post #809
Posted Saturday, April 21, 2007 1:40 PM


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Thanks a lot!

I tried the renderable spline method with a b/w opacity material.

But see, at curve the edge is not aligned ?? They are cut vertical! Is there any error in my settings? Why right side of marking looks faded? (no lights used).

btw, how can we offset a line in 3Dmax? (you can see the error of copied outer lines, they've gone off the road)

Loydering, to use sweep with Multi Sub Object, could you pls explain little more in detail. Is it a cross section of road sweeped along the center of road? In this case how we will attach MSO to it? ie. How can I separate my yellow and white surfaces? I will be gratefull if you can send some sample steps.



Jerlin
Post #833
Posted Sunday, April 22, 2007 9:17 AM


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Hi Brian, thanks for the comment, unfortunately, i did not put any exact line type for my test ( I was in a hurry to see the result!). As you know, there are many different stripes depends on road classification. There are stripes like 10cm wide and 1m long+1m gap, or 2m long +8m gap with reflectors etc.. My test was only to check how to make it. I believe, the error will be the same but smaller or un-noticeable according to the scale we used . If it is the case, that's the answer!

In this test, the size and gap of striping is the result of uvw maping adjustments.

 

Any tip to offset a curve line parallel ??

Jerlin
Post #836
Posted Monday, April 30, 2007 11:05 PM


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It looks like you're applying a VUW Map modifier to the object after it's been created with either the loft or sweep or renderable spline tools?

That would account for it not curving along with the line. If you use the mapping built into the modifiers/objects, it should curve along with it. Look for the "generate mapping coordinates" checkbox in the modifier stack, turn it on, apply a simple texture and play with the tiling to get used to it.

I also use the sweep modifier as Glen suggests. I like it because I can set a width very easily (4" wide stripes), I can use several, open splines in a single object (Unlike Loft), and I can apply multiple materials to the splines (one for solid white, one for dashed white, one for dashed yellow, etc.) I highly recommend learning how to use the sweep modifier a a replacement for lofting.

--Tom


THOMAS SHANNON

SENIOR DESIGN VISUALIZATION SPECIALIST
PB Project Visualization
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