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Captain Obvious
10-17-2007, 10:24 AM
Work in progress for a node-based asphalt shader tree. I'm still working on adding support for having image map-based puddles of water. At the moment, it has image-based cracks, image-based stripes, and image-based asphalt.

Captain Obvious
10-17-2007, 10:30 AM
Quick update!

tyrot
10-17-2007, 10:36 AM
dear captainode

it is very...very cool...

best

MooseDog
10-17-2007, 10:44 AM
very nicely done!

maybe because it's on that ball, but there seems to my eye to be a mismatch in the scale of the road surface and the divider stripes. i haven't seen it laid out flat though.

cheers

Captain Obvious
10-17-2007, 11:35 AM
Oh yeah, the scale is WAY off. But that's cool; I've got a scalar node driving the size of the asphalt grain!

Limbus
10-17-2007, 11:53 AM
Looking nice. Wouldnt procedural cracks be possible? Is the mapping UV or just planar?

Florian

Captain Obvious
10-18-2007, 04:35 AM
There's no reason the cracks can't be procedural. I just prefer image mapping.

Update! It's now using nodal materials. This let me reduce the number of nodes by a factor of three or so, since I no longer need a ton of Mixer nodes.

Captain Obvious
10-18-2007, 05:30 AM
Another update! I now have a mask for painting in puddles of water, and the node tree is a bit more optimized.

tektonik
10-23-2007, 11:54 AM
i like the texture but you have to laugh at this nodal diagram...

IT IS ONLY ASPHALT !!! :rolleyes:

Captain Obvious
10-23-2007, 12:01 PM
Only asphalt? Asphalt is rather tricky to simulate properly, I'd say.

Thomas M.
10-23-2007, 04:03 PM
Why would you laugh? Rather simple and small nodal tree. I could rather laugh how simplw it is. Actually the nodal image is pretty useless because one can't even read a thing. Next time please 1:1.

Cheers
Thomas

Captain Obvious
10-23-2007, 04:53 PM
I obscured it because I don't want to show it off until it's actually, you know, done. Once it is, I will most likely share it as a preset or something.

nthused
10-23-2007, 07:38 PM
It's looking very good C.O. Working with Civil Engineers most of my adult life has caused me to be a little anal about to look of pavement and it's relationship to curbs, sidewalks, and the buildings that happen to reside next to them :)

Iain
10-24-2007, 06:37 AM
It's looking very good C.O. Working with Civil Engineers most of my adult life has caused me to be a little anal about to look of pavement and it's relationship to curbs, sidewalks, and the buildings that happen to reside next to them :)

Actually Allen, I was always a fan of your slightly worn road texturing. It was very distinctive and appealing.

Hope you get that finished off cap'n. Looks great.

JeffrySG
10-30-2007, 12:37 PM
I think it looks great so far... few little things... I like the bump texture in the lines, but it seems to be gone in that last update. Also it would be nice if the puddles would stay off the lines as the lines are raised a bit.

very cool!

bjornkn
11-01-2007, 10:53 AM
How about some examples on "real" roads?
I find that the main problem with roads is more that the markings vary all the time, and then you have crossings, roundabouts etc. Not to mention the normal wear and hole-patching.

Captain Obvious
11-01-2007, 01:49 PM
That's the neat thing about my approach. Since I have a mask for where the markings are, I can have a high-res asphalt base thing tiling a little, and then a UV-mapped mask for the markings, without getting prohibitly high resolution.

bjornkn
11-02-2007, 02:55 AM
Any examples showing how it looks when applied?
How would you handle the worn/dirty/ stripes from the wheels? Weight maps maybe?

Captain Obvious
11-02-2007, 04:47 AM
Weight maps, image maps, procedurals... anything with a scalar output! :D

archijam
11-02-2007, 04:55 AM
Nice work Cap'n. Can we see it applied? To something, well, flat and long ;) ?

j.

bjornkn
11-02-2007, 05:33 AM
And winding - with crossroads, curves, roundabouts etc?
I hate making roads with markings, so I could definitely need a node based versatile version :)

Pavlov
11-04-2007, 05:11 PM
Captain, asphalt (or better, road) is one of the trickiest things to do well effectively.
When i dont use front projection, i have a complex rig too which includes a Wmap to give asphalt a darker color near road's sides, and to make those "clean stripes" along the road. If you ever find a setup which does all this automatically, you're a God ;)

Paolo

Captain Obvious
11-04-2007, 07:08 PM
Well, hopefully I will have time to finish my awesome road nodal shader once my current project is done. I shall keep you guys posted!

Iain
11-05-2007, 02:44 AM
I love things that are awesome.

They're usually awesome.

Captain Obvious
11-05-2007, 08:44 AM
They tend to be, yes.

*Pete*
11-05-2007, 09:20 AM
so...when will it be done?

we are all waiting for a road-render.

Captain Obvious
11-05-2007, 10:28 AM
It will be done when it's done.

ANS
12-04-2007, 11:50 AM
yes, it be done one day after Duke Nukem shows :)

Captain Obvious
12-04-2007, 01:13 PM
Yes, that seems likely.

riki
12-05-2007, 12:17 AM
This is coming along nice. PS remember you're friends when it's done :)

byte_fx
12-30-2007, 12:43 PM
So - is it done yet?

zapper1998
12-30-2007, 02:35 PM
So is it done yet ?

is it...

Are we there yet ???

are we...

LOL

Mike

*Pete*
12-30-2007, 04:22 PM
looks like a 2008 release of the asphalt node...i hope he didnt give up, it really was looking promising, more than good enough for my needs :):thumbsup:

byte_fx
12-31-2007, 08:22 AM
Same here.

It looked to be close enough to done that fine tuning a few settings on a scene to scene basis would dial it in.

byte_fx

Stooch
01-01-2008, 02:27 PM
why dont you guys make your own its not that hard... the real trick to roads is proper UVs and poly flow. IE stenciling a road shape into a terrain mesh is a FAIL. extruding along a curve to get good uv and geometry is a good start. In the end images must be used i feel to give the road interesting irregularities.

zapper1998
01-01-2008, 02:52 PM
Why dont you guys make your own its not that hard...
The real trick to roads is proper UVs and poly flow....
IE stenciling a road shape into a terrain mesh is a FAIL....
Extruding along a curve to get good uv and geometry is a good start....
In the end images must be used i feel to give the road interesting regularities...



Ok, cool, I have been trying, would u have a couple examples??

"extruding along a curve to get good uv and geometry is a good start"

I must be brain locked....

Been using the Node image, to get somewhere, ok I an a noob to nodes, I admit it, total noob to nodes, that kinda funny, LOL

mike

zapper1998
01-01-2008, 02:56 PM
Trying to dup it...

This image....

I am Building a Warehouse for the Arch Firm, and I would love to get this Asphalt texture
for the Parking lot.

And trying to learn the Node stuff at the same time, so much fun, Thanks

Mike

TSpyrison
02-27-2009, 10:04 AM
Drat..
I can't read any of the node tree screenshots!


And..


Is it done yet? :D

Captain Obvious
02-27-2009, 12:00 PM
Hah, I'd actually forgotten about this one. Well, the bad news are that all the files related to this project were stored on an external hard drive that my flatmate knocked over and killed while vacuuming the floor. I will have to start the whole thing over from scratch -- something I wouldn't actually mind, though. I might just do that. Uh, I'll keep you posted, I guess.

TSpyrison
02-27-2009, 02:45 PM
Well I think to start off with would probably be the crackle node..
After that, I'm not terribly sure. If I can manage the base texture with little or no image maps..

TSpyrison
03-03-2009, 10:37 PM
Here is what I've come up with so far..