What’s new in 2.02

Circuit road type

Roadscape 2.02 introduces a new road type named Circuit, this road type allows you to set a custom road width value to every vertex of your path mesh, meaning you have full control on the variation in width all along your path.

Here is a breakdown of the new options:

First of all the new road type is located below the default road types in the node tree:


  • Min Road Width: Works as the usual Road width setting, except this one sets up a minimum value to the road width, meaning the value entered here, will represent the width that the road will be on all vertices to which a factor of Vertex Crease of 0 will be applied to.
    The same old road width value is actually half of the desired road width bit is again applied in this setting, as for the regular road width setting:
    The Road Width field defines the width of the specified road type, the value represents half of the total road width, meaning that in this example, the road width is set at 3.5m which means the total road width of that road type is 7m.
    Therefore, this 2 Lanes road type has a road width factor of 3.5m, meaning, each lanes will be 3.5m wide for a total road width of 7m.

  • Max Road Width Multiplier: This sets up the maximum value to the road width, meaning the value entered here, will represent the width that the road will be on all vertices to which a factor of Vertex Crease of 1 will be applied to.
    This factor is a multiplier of the Min Road Width, meaning, in this example:

The Max Road Width is 3 times the Min Road Width, meaning, on a vertex with 0 of Vertex Crease, the road width will be 2x3.5m

and

On a vertex with 1 of Vertex Crease, the road width will be 3x(2x3.5m)

This system, let’s you define the min/max road width range for all the vertices of your path mesh using this Circuit road type.


  • Min and Max Support Width Multiplier: This is the same as the usual Support Width Multiplier, except that this one, is also working as a min/max range.

So in this example, the Min Support Width Multiplier is 2.250x(2x3.5m)
And it defines the minimum width the Support mesh will have at any vertices of your path mesh that have a 0 Vertex Crease.

Now, Max Support Width Multiplier works a little bit differently and is a multiplier of the result of the Min Support Width Multiplier, so in this example:

Min Support Width Multiplier is 2.250x(2x3.5m) = 15.75m

and

Max Support Width Multiplier is 3.580x15.75m = 56.385m


  • Curve Normal Z Up: Lastly, the Circuit road type features a possibility to switch Z normal orientation of the curve responsible for generating its road mesh, meaning when it’s toggled ON, the road will always be flat and Z oriented towards the absolute 1.0 normal orientation on the Z axis. (Usefull for regular road creation, since most roads are designed this way).
    And when toggled OFF, the road will have its bending dependent on its path, (Usefull for adding camber to the road, such as seen in extreme examples at the Yatabe Speedway test track, corners are heavily bent).

    So when this setting is toggled OFF, you can bend the road by elevating certain vertices of its path compared to others.

    IMPORTANT: Better toggle it OFF for hilly roads.

Smoothing Iterations in Main menu

Terrain Smoothing Iterations: Terrain smoothing now features an iterative process, meaning you can modify its strength, 0 is equal to OFF, and you can go to unlimited steps.
(Remember that smoothing operations within Roadscape are some of the most performance taxing ones).


Smooth on Sup Boundaries Iterations: as for Terrain Smoothing, Support Boundaries smoothing now features an iterative process, meaning you can modify its strength, 0 is equal to OFF, and you can go to unlimited steps.
(Remember that smoothing operations within Roadscape are some of the most performance taxing ones).