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Kyle wrote:
> Perhaps someone can help me figure out a way to do this...
>
> I've built a brick road by unioning several hundred bricks to create a section of
road, and then
> laying the sections end to end to form the complete road. Each brick in a section
has a different
> texture. Now, I'm trying to add stripes to the road. I can do it within the
texture statement used
> for the bricks, but that creates stripes that are too uniform. I'd like to have
some curvature and
> disparities in the stripes, which I cannot figure out how to do without the
disparities being
> obviously duplicated in each section. Any ideas?
>
> This is where I think a texture override would be very helpful. The road could be
built as above,
> unioning bricks to form sections and then unioning the sections to form the road.
Then an overall
> texture could be applied that defines the stripes for the entire union. This would
be helpful for
> applying dirt textures too.
>
> Any help would be appreciated.
One possibility is that you might want to consider modeling the paint as
an object and not a texture. Real paint has thickness, and the
thickness of road paint is often very significant.
If you are making the bricks from a height field that is based on a
pigment pattern, then you can slightly modify the pattern (with an
average statement) to raise the value of it where the stripe is and
lower it in other places; then use that modified height field to model
the stripes.
Regards,
John
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