Basic Tutorial---Make a road on terrain.
Why topologize model?There are three main reasons.
- Sufficient topology lines can insure roads be deformed correctly.
- UVW Mapping need sufficient vertices and edges.
- Watching a scene more fluently...
Errors of the previous update have been fixed(February 23,2020)
After executing "Subdivide spl", each knot will be set to the "corner type" ,and the steps won't be set to 0 any more
Solved a problem of "ClearTinySegs" that occurs when using it to process closed splines
Fix errors caused by vray proxy objects when using "delEmptyObj" to delete empty objects
Tow spacing type for AdvArray：Real distance and curve distance and fixed many little bugs
CrossRoad：Fixed a bug caused by bigger degrees
Slice：Fixed many parameter bugs，such as "Max distance"
Smooth Road tools：Simplize operations and make them more easier to understand
Important Updates (May 31,2019)
In right-click popped dialog,click "?" button to open the help document of the current tool.
CrossRoads:An important update.Crossroad will be created directly as part of the original road object without further attaching. The fillet radius can be automately change with the angle between roads and the Arcs will be restricted by far end vertices and can't beyond them.
SweepEdge:In custom tab,pressing "Pick Section" button allow you to pick directly a spline in scene as section and right-clicking it will pop up the section library.
AdvArray:Same as "SweepEdge",you can directly pick a spline as section to sweep.