EKO Sim-Racing
Well-Known Member
Thank you I'll give that a try staight away 
If you dont mind me asking, did you use Max's legacy array/spacing tool for the walls and fences or a plugin?Ok, well a bit less news these last few days, I’m on vacation and not much on the computer for the next 2 weeks. Y’all have a nice Summer![]()
So have you figured out railclone yet?If you dont mind me asking, did you use Max's legacy array/spacing tool for the walls and fences or a plugin?
I always have this fight with Max not arraying stuff correctly along a spline, something is always messed up, so I'm gonna try the Railclone plugin for my next project
Yup, its a very powerful tool! I'll post some screens later of what I was able to do with it!So have you figured out railclone yet?
It should solve you repetitions and save you a load of time in creation. Sometime it does bug up a bit so be careful how you use it and remember to save your settings (i.e. screenshots of parameters etc).
Yeah super powerful ! So you understand that’s how I was able to use this for the randomization of the walls, if you need me to share my parameters, just askYup, its a very powerful tool! I'll post some screens later of what I was able to do with it!
Light years ahead of the legacy tools
This is what I ended up doing... 11 objects mapped to one texture with 11 UVs, the cool randomize node, and voila, pretty neat result! LiSki is doing something similar with Road America, but he clones the objects first, then randomizes the UVs.Yeah super powerful ! So you understand that’s how I was able to use this for the randomization of the walls, if you need me to share my parameters, just ask![]()
Now THAT is awesome!!! Maybe I should do it that way too of the UVs, why didn’t I think of that before...?This is what I ended up doing... 11 objects mapped to one texture with 11 UVs, the cool randomize node, and voila, pretty neat result! LiSki is doing something similar with Road America, but he clones the objects first, then randomizes the UVs.
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It helps with placing the object correctly on the surface, which in that case, was the grass mesh. Otherwise it will only follow the spline. Fine on flat terrain, but once it gets hilly, doesn’t look as niceNow THAT is awesome!!! Maybe I should do it that way too of the UVs, why didn’t I think of that before...?
Ps: why do you use the surface parameter?
I used conformed splines, better said: I take my flat spline, then conform (or Glue (free railclone plugin)) to the surface I want, then I just use the spline parameter. I guess your solution is an alternative oneIt helps with placing the object correctly on the surface, which in that case, was the grass mesh. Otherwise it will only follow the spline. Fine on flat terrain, but once it gets hilly, doesn’t look as nice![]()
No no, I do something similar, but I use Mario's tools http://www.mj-multimedia.net/soft/mmtools/mmt_move2surface.phpI used conformed splines, better said: I take my flat spline, then conform (or Glue (free railclone plugin)) to the surface I want, then I just use the spline parameter. I guess your solution is an alternative one![]()
haha, neat!By the way, in order to make my grandstands perfectly sized, I also used railclone to make them, first make your side contraption structure, then make your evenly (in my case the seats + stairway) and then to close it the inverted side, use a spline to define length and BOOM! There it is!![]()
Beautiful code, but I use 3dsmax not blenderedit: oh wrong thread ? oh just read old stuff in here, waking the dead
use this blender script in attachment for all selected objects to find out big vertices count for objects:
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