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Posted

I tried to make an intersection to my road with a rocky road texture but it doesn't looks right.

BadIntersection.PNG.c16822e316c86c1712726a09350ea533.PNG

Here we can clearly see the textures cut on the intersection. I don't think there is a way to fix it but may be I missed some settings somewhere or may be there is a way to just make it looks a bit better. 

Posted

You can try to simplify the spline (button found at the top). 
Otherwise its just moving the nodes around until it looks the way you want it. 

  • 1 month later...
Posted

I am having the same issue. the intersection stretches out the texture where you can clearly see the seems from the intersection. Not sure if that is a UV issue with the mesh road, or something else with the texture itself. since obviously it wasn't made with "Intersections" in mind. Maybe i may have to import this into Blender and fix it somehow? not sure. But then that may lose its scripts/functionality with GeNa.

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the default GeNa road only doesn't have this issue because its just a basic asphalt road and doesn't have details like this road does.

Posted
4 hours ago, MetalDevil25 said:

I am having the same issue. the intersection stretches out the texture where you can clearly see the seems from the intersection. Not sure if that is a UV issue with the mesh road, or something else with the texture itself. since obviously it wasn't made with "Intersections" in mind. Maybe i may have to import this into Blender and fix it somehow? not sure. But then that may lose its scripts/functionality with GeNa.

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the default GeNa road only doesn't have this issue because its just a basic asphalt road and doesn't have details like this road does.

Nevermind, importing to blender is not doable since it doesn't seem like its actually rendering a mesh for some reason. When i use the FBX converter and trying to import into blender, its just blank.

Posted

Yeah I would assume its due to the detail. 
You can get the mesh after it spawns, but its not on the spline directly. 
It would be in the hierarchy under the spline Road Mesh. 

You could also bake the road which will finalize it and I believe you then would be able to take it and adjust it. 

 

Posted
2 hours ago, Bryan said:

Yeah I would assume its due to the detail. 
You can get the mesh after it spawns, but its not on the spline directly. 
It would be in the hierarchy under the spline Road Mesh. 

You could also bake the road which will finalize it and I believe you then would be able to take it and adjust it. 

 

I see. Maybe that was the issue. I didn't bake it. I will attempt this later and see the outcome, and let you know. 

  • Like 1
Posted

Please do

 

Posted
On 7/24/2024 at 11:21 PM, Bryan said:

Please do

 

I was able to get around to it, and unfortunately it still doesn't render a mesh. So still can't import into Blender to fix the UVs

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Posted

I believe it's due to how the intersections are made.

It looks like it does it like this:

A center vert with the other vertices going around the center. Think of it like a pizza with the triangular shaped slices. It does look like a uv issue.

If it is a uv issue then this script will fix it.

Attach the uvfixer script to your intersection, hit updateUvsTrue in the inspector, and that's it. Be sure to post the result so I can see it.
 

 

uvfixer.cs

Posted
On 7/28/2024 at 5:54 AM, RickysSoftware said:

I believe it's due to how the intersections are made.

It looks like it does it like this:

A center vert with the other vertices going around the center. Think of it like a pizza with the triangular shaped slices. It does look like a uv issue.

If it is a uv issue then this script will fix it.

Attach the uvfixer script to your intersection, hit updateUvsTrue in the inspector, and that's it. Be sure to post the result so I can see it.
 

 

uvfixer.cs 1.09 kB · 0 downloads

I will try this

Posted
On 7/28/2024 at 5:54 AM, RickysSoftware said:

I believe it's due to how the intersections are made.

It looks like it does it like this:

A center vert with the other vertices going around the center. Think of it like a pizza with the triangular shaped slices. It does look like a uv issue.

If it is a uv issue then this script will fix it.

Attach the uvfixer script to your intersection, hit updateUvsTrue in the inspector, and that's it. Be sure to post the result so I can see it.
 

 

uvfixer.cs 1.09 kB · 0 downloads

Well, this is the effect it gave me when i clicked on update true UVs. I feel like we're getting closer to solving this. lol

It kinda seems like that copied the looks of the material you see at the bottom right of the screenshot. moving the Tiling doesn't have an effect on it, since it still has the giant hole in the middle there.

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Posted

the weird part is, it looks like this object has a mesh, but it doesn't render. it at the bottom it says 339 triangles | UV1.

spacer.png

Posted
8 hours ago, MetalDevil25 said:

Well, this is the effect it gave me when i clicked on update true UVs. I feel like we're getting closer to solving this. lol

It kinda seems like that copied the looks of the material you see at the bottom right of the screenshot. moving the Tiling doesn't have an effect on it, since it still has the giant hole in the middle there.

spacer.png

Did you try creating a road profile and using a material for the render mode rather than PW shader?

Posted
9 hours ago, RickysSoftware said:

Did you try creating a road profile and using a material for the render mode rather than PW shader?

I will try that later. But hopefully it won't lose its ability to edge blend. Or blend with the ground.

Posted

 

16 hours ago, RickysSoftware said:

Did you try creating a road profile and using a material for the render mode rather than PW shader?

it seems like changing the render mode to material some-what does a better job, but it doesn't let me do negative values in the "Edge Blend power" Which i bet would fix it. but as you can see, that hole is still there. but another problem is that now the edges are stretched/don't look right on the object. I think that hole we are seeing is actually meant for the edges of the object, but it got moved around to the top side of the object as you can see which is why we/re seeing a giant hole in the middle or side of the intersection/object.

the second image you are seeing on here is with the HDRP/LIT shader material, which clearly solves the problem. however, we have no functionality with edge blending or blending with the ground, which is what we want from the PW_shader graph for the roads.

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Posted

So it's a shader issue. I'll look further into it and if I can figure it out I'll update you.

  • Like 1

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