Mr Whippy
Active Member
Continued from here:
http://www.assettocorsa.net/forum/index.php?threads/leeds-loops-wip.32352/
Sadly lots of the images are missing but I've uploaded a few of them here in a sorta sensible order.
Initial layout was literally the loop right at the far left including the pits. But it was like 15s a lap in an F1 car. This one was a bit longer, but still a bit dull.
So it ended up that this was probably the best compromise on workload and an interesting layout and length.
Splines drawn over the photogrammetry re-captured HD G3D point cloud data outlining the asphalt.
Splines all finished and starting to fill in with a roughly 1m quad mesh.
Not the best way to fill in it all in in hindsight. More prep work on a copy of the base splines might have been better (cutting and normalising chunks of spline to near 1m intervals)
There are swings and roundabouts to every workflow on a track. Cutting and normalising might take almost as much time as doing things manually, and given the cut and normalised splines are 'binned' afterwards it is also a waste of time if you later go back and tweak the base splines... the cut and normalised bits need remaking and merging again etc etc.
Almost done.
Close up of a bit. Mmmm, flowing mesh. Nice to have uniformity for when it gets conformed to Z data for the road crown, cambers, extruding out for pavements and so on.
Here's a shot of the final road surface mesh.
And one without the wireframe. Here I've just done a 4096x2048 px planar texture over the entire road and then baked the rgb from the point clouds of the G3D data and used it as a texture just to give me an idea of where things are etc.
This is the version in Free Racer (not in AC yet) that I can drive around on just to check how smooth and correct things feel so far.
http://www.assettocorsa.net/forum/index.php?threads/leeds-loops-wip.32352/
Sadly lots of the images are missing but I've uploaded a few of them here in a sorta sensible order.
Initial layout was literally the loop right at the far left including the pits. But it was like 15s a lap in an F1 car. This one was a bit longer, but still a bit dull.
So it ended up that this was probably the best compromise on workload and an interesting layout and length.
Splines drawn over the photogrammetry re-captured HD G3D point cloud data outlining the asphalt.
Splines all finished and starting to fill in with a roughly 1m quad mesh.
Not the best way to fill in it all in in hindsight. More prep work on a copy of the base splines might have been better (cutting and normalising chunks of spline to near 1m intervals)
There are swings and roundabouts to every workflow on a track. Cutting and normalising might take almost as much time as doing things manually, and given the cut and normalised splines are 'binned' afterwards it is also a waste of time if you later go back and tweak the base splines... the cut and normalised bits need remaking and merging again etc etc.
Almost done.
Close up of a bit. Mmmm, flowing mesh. Nice to have uniformity for when it gets conformed to Z data for the road crown, cambers, extruding out for pavements and so on.
Here's a shot of the final road surface mesh.
And one without the wireframe. Here I've just done a 4096x2048 px planar texture over the entire road and then baked the rgb from the point clouds of the G3D data and used it as a texture just to give me an idea of where things are etc.
This is the version in Free Racer (not in AC yet) that I can drive around on just to check how smooth and correct things feel so far.