this is beautiful
solorio
today i want to show you a workflow
how you can cut a road into a terrain
besides pretty studio max
we did a tutorial age ages ago
you think about like five or six years
where we placed a road that conforms onto a terrain
that is quite nice
i put a link in the description
but this is a completely different approach
which allows you to cut a road even on very steep
angled terrain and heavy mountain serpentine
achieve this for you
something you might want to call a hybrid topology mesh
don't worry is just an edible
poorly
in the end
we have two different topologies and on direction of apology for the terrain
which is quite natural
terrains don't have a direction
and a loop based topology for the streets
which helps us later when materializing
the street of moving stuff along the streets
but that's going to be part of the second tory
so let's get finally started
ok
guys
so that's
we want to get started with
on the one hand side
we do have a terrain
any kind of terrain might work
this is a simple plain that's been displaced
as we showed in the last tutorial
and on the other hand
we have a spine
network of the road that were planning to do
to take a look at the lines
one thing that might help is to have some overlaps
you'll see that later
and to have a quite even distribution of vertices
nothing too narrow
so the first thing i gonna set all these vertices to smooth
turn off optimization cause we also wanna have some vertices even on straight areas
and then lower
the amount
of steps to about two
we can still smooth out the road at a data point
i will add a rectangle
just roughly to the border of it
that might help us at a later stage
and here again
you should probably
suck
this
so the border also has a similar density of spines
when the road network
ok
one final check
if you have to liberty of moving vertices as a leader
and would advise to do so and to avoid vertices that are too close to each other
that's nothing we can't fix at a later stage
but if you can do it right now
i will do so
ok
now
take in this line network would create a sweep
and
i'm taking just a simple bar
something like this
and i intentionally
to debate of the bar
quite small
in this case only fifty centimeters
so don't do the total width of the road as otherwise you road will be quite slow later on
when setting
you want to definitely try on is the union intersection that will only work if there's a line is on one level
and most definitely
also
generate mapping coordinates
i tried to real world map size and hope that will work out
instantly will turn
into an edible
poorly
at this stage
we don't need
the lower part
and also not to decides we only need the top parts of our roads
i can check our everything is nicely welded
and that could happen because we had these overlaps
and how we can get rid of the overlaps
because you don't need those
and now you have a nice definition of the empty areas in between
which is actually quite helpful
later on
to adapt to terrain
i'm getting rid of old
the overlaps
so jack is looking quite neat right now before moving on to the next stage
and there's two things i want you to check at first
it would be great if all the roads
i definitely within the terrain area
and make sure that all the roads are connected
as a tea
does a different color
like this
because that will help
definitely
later
ok
then i want you to select a road
select surface as a reference object of
pick your terrain to do that
going to top for you
and then change here
the settings to view and insert quite big values
because we don't need to be subtle about it repeatedly
wanna adapt
the road
as quickly as possible
to our terrain
and might not see very much
because the road is quite
tiny
you could also do this using the conform boolean object at like to do this this way
okay
the next step is to check
if the road
in its contours and how its adapting to terrain is actually how we wandered
as in real life
the road in some areas might actually get quite steep here
that's
it's not something that we want to see
i'll try to apply a simple relax modifier on top of my moral
turning off the key boundaries
that's smooth
sour road quite considerably
and make it on and off
as you can see
so taking a look and turning off our rolex modifier conceded to slopes have been smoothed out
it still quite steep here
i guess we can live it
at
i actually don't mind that the crossings get widened
hair
i collapse
i relax modifier here
one more thing
i select all my polygons and set in material
i
two
'cause i want a select later on
based on material ids
it's actually quite important
then i select all
the boundaries and borders of my mesh extrude them
downwards holding control
that seemed to polygons
and to select all these
maybe it's a good idea
and isolate is to give these boundaries just to tiny
little push
because because of the relax that we applied beforehand
some of these good
very
very thin
so
that looks good
i applied
it is to turn the internet of a poorly again
then selecting all these verticals again
and then extruding
based on local normals in two or three steps each
something like three meters
and another one
okay
then i can get rid of these polygons
and i can get also rid of all polygons that have been created underneath
so we only have
our road
on a surface
please note that the road
as we have it right now
it's much wider than the road that we actually intend to do
but that's ok
and again
i select all the borders
coding
control
i can
no
select the border polygons
and then switching inwards
i don't mind setting all these polygons to some funky material ideas that might help us later in the selection process
to tweak
materials or do stuff based on selection
so now let's see
because this is fairly rough
what happens if you play
a tour was smooth
so
as you can see
turok
some of the slopes are quite strong
the road in itself is not tilted
and that's because we
extruded old faces
sivers
ok
so it's finally time to tackle the terrain
now that the roads have been
neatly set up
collapse
select all our boundaries and convert
shape of it
just give it some random name
and we will work on that now
i don't need that outer
so this is all the regions we do have for our terrain here
to be honest
i don't like that much
i think it's best to have some
clearly defined islands like this
that otherwise you shouldn't change the topology at something that's
would probably not work out very well down there
it's scoot
to change for
little areas like this
but otherwise
you shouldn't change the number of spins at all
that's actually quite important
doing this
i know
flatten all of these
setting to set scale to as much serious possible
and now
quite important
subset is
so detach all the single
shapes
maybe ors could make use of that explode button down there
okay
and this can't stay like this
so here
now it's also important to break
all my vertices and then apply the garment maker
let me a touch
all of them
switching to top view
the surface
we still have our base terrain
i know
confirm my terrain and new terrain
on two
the existing terrain
that we used
and i was selecting my road and my terrain
we might have something
like this
it just looked looking quite neat
just quickly checking on my terrain
resetting this
it's so different maturity
in this case
i choose attend
we're getting pretty close
then the last step
we see how we can get those two together
hi
go to my road as select all the boundaries and get rid of one or two
of the boundary
polygons
to give us some space here
and now you remember
i actually missed a little m
d
terrain here
let's tackle that
first
i
attached my terrain now
so to becoming one mesh
and repair the areas that i've been messing with
and the goal is
to have a re establish an even amount
loop
vertex
so now it's her leg leg
the two chase and vertices
and because of the characteristics of the garment maker
did i use it should now be possible
to simply
rich
the loop of the street with a loop of the terrain
and like this
we actually create quieter
pleasing topology
let me do some quite check
so all loops are closed and i have something funky happening here
could smooth it out later
i don't know why this happened
might occur you got a base mesh
and the roads are cut into the terrain
just a quick note
this would be a good point in time to get rid of that rectangular roads surrounding the terrain because there was only to help us to surround the patches of terrain
i forgot that in the video
so you could do that right now
now
we get to the final step in our process
and that's to do some earthworks
so we pick
the expression
the free form tools
set it to some reasonable size
even a little more
and now i can relax
the harsh edges of our terrain
and little
basically
playing caterpillar here
how many thing you should take care not to touch
the road
too much
otherwise
you
road might be distorted at this process
and then you can
just
conform and relax areas and slopes
which turned out to be too strong in that area
so finally
after all that work
take a quick look or what you got
you have
a street
and really
conforms quite well to the terrain
but
is realistically sloped
i prepared a small multiup object here
let's call this
terrain
so the has a couple of different gray values
which are assigned to my terrain
and then switching to material color
i can see what
all the different material ids have been good for
and now i have to ability to
to realize the road
according to that
and materialized
terrain
different manner
but that's going to be part of the next video
so see you then