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Random textures along very long roads
show user profile  Nanne
I'm working on making very long roads, and the tiling of textures is a big problem. I'm looking for a solution for texturing roads with a lot of variations; different colours of the asphalt, patches of old and new asphalt, tire marks, road repairs, cracks, etc.

I have a wage memory of seeing a script for this kind of thing in particular, or perhaps it was a tutorial, I'm not sure. But I can't find anything now.

Any ideas for scripts, plug-ins (free or commercial), or tutorials to help me with this?


Kristoffer Helander
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read 816 times
5/4/2016 9:52:00 AM (last edit: 5/4/2016 9:52:00 AM)
show user profile  herfst1
Set up vertex painting, that will instantly help. Can add tire mark decals randomly afterwards. I don't envy your task.
read 812 times
5/4/2016 10:26:34 AM (last edit: 5/4/2016 10:26:34 AM)
show user profile  LionDebt
One solution I use quite a bit is material IDs and then a 'decalmap' type texture.

So you segment your road/concrete section into squares and Multi-ID each poly.

Then you have one square road texture divided into 4 by 4, giving you 16 'details', like tire marks, cracks, dark/light variation etc.

There should be a script that will assign random material ID's to your poly selection.

Does a lot for minimal effort and virtually removes noticeable tiling. For extremely long stretches of road however you might need to manually alter some of the matIDs - if the same decal keeps appearing for example.
read 787 times
5/4/2016 5:35:47 PM (last edit: 5/4/2016 5:35:47 PM)
show user profile  Nanne
Thanks for your input.

There are some issues though, that the geometry for the road is already created from another software in this case, so I need to create some sort of 'super shader' that works out all the magic automatically. Should be really interesting to work out a solution that takes care of intersections and stuff like that without creating texture seams... :)

Kristoffer Helander
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read 749 times
5/6/2016 11:13:27 AM (last edit: 5/6/2016 11:13:27 AM)
show user profile  9krausec
Then I think you would want to create a procedural layered texture. Perhaps using Vray Edge Tex to drive some dirt and grime (if you are using Vray). Also if you are using Vray utilize the triplanar texture mapping.

All a mix and mash of diffuse texture layering, specular texture layering, bump texture layering controlling falloff glossiness. That's how I would approach it if you wanted to make a "super shader". :)

- Portfolio-

read 740 times
5/6/2016 4:11:32 PM (last edit: 5/6/2016 4:11:32 PM)
show user profile  LionDebt
Yup. Was gonna say my method is super old school and that I am sure vRay has much better methods for dirtying up a tiling texture. Only, it's of very little interest to me :)
read 725 times
5/6/2016 7:11:15 PM (last edit: 5/6/2016 7:11:26 PM)
show user profile  HANZZ
Use procedural textures for it. It's the only way to avoid visual repeating. If a person's eye locks onto one small portion of a pattern and sees it again even after hundreds of feet of travel, the brain will see it and the illusion is broken. If you're talking concrete highway kinds of road, it's easier. If you're talking overgrown dusty footpaths, that's a lot harder. Randomized scattering and blending to dirt textures will help there, but can still be done without vertex painting.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 687 times
5/8/2016 5:46:21 AM (last edit: 5/8/2016 5:46:21 AM)
show user profile  Nanne
Thanks! :)

What would be the point of vertex colours any way, to use it as a mask? Wouldn't that need quite a lot of vertices to look good? Why not just use a procedural noise map instead?

I'm looking into Bercon Maps, since we are using V-Ray.

Kristoffer Helander
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read 677 times
5/8/2016 11:43:53 AM (last edit: 5/8/2016 11:43:53 AM)
show user profile  mike_renouf

read 639 times
5/10/2016 1:47:29 PM (last edit: 5/10/2016 1:47:29 PM)
show user profile  FX
Now I want to make a road too, that's very neat

I know you already have your geo done, but here's a mighty fine plugin for road / terrain creation :

read 633 times
5/10/2016 2:35:53 PM (last edit: 5/10/2016 2:36:16 PM)
show user profile  mike_renouf
Thats way cool. Thanks for sharing FX.

read 622 times
5/10/2016 4:02:04 PM (last edit: 5/10/2016 4:02:04 PM)
show user profile  Nanne
@mike_renouf: Not the tutorial I was thinking of, but WOW - thanks! It looks great :D

@FX: Hey, that's a pretty cool script - thanks! :)

Kristoffer Helander
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read 605 times
5/11/2016 11:50:43 PM (last edit: 5/11/2016 11:50:43 PM)
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