Procedural road from centerline spline - conform to terrain
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For editing reasons, I'd like to create a road which is based on a single spline with control knots at corners and start/end points. One of the workflows I've tested (shown here: https://www.youtube.com/watch?v=xmxPPyuyDzY) results in sloppy geometry and is especially troublesome when I try to conform the road to a non-planar terrain.
Is there a way to create a procedural roadnetwork with chamfers/ fillets at crossings and corners that results in clean geometry? With clean geometry I mean square/ rectangular topology for the road along the length of the road.
The only way I can think of is to use shapemerge cookie cutter to cut the road (from edit poly > create shape) out of a plane and then conform it to the terrain, however this is no longer procedural...