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Author Topic: Street lights + barriers (combine)  (Read 175 times)

zeffs

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Street lights + barriers (combine)
« on: November 05, 2020, 02:00:48 PM »
Hi,
I'm confused how to implement the following task.
Need to scatter street lights every 20m and put barriers evenly between those lights.
And option 2 - place 20 barriers and after each 20th put 1 street light.

Also can we have some exclude area option (by additional spline or anything else) - so street lights do not appear is some locations only barriers. And flexibility to exclude lights or barriers or both in that spline area.
Hopу that is possible :)

Thx.

Rokas

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Re: Street lights + barriers (combine)
« Reply #1 on: November 05, 2020, 02:44:39 PM »
You can do that quite easily:



Scene attached for Your reference
Rokas
iToo Software

zeffs

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Re: Street lights + barriers (combine)
« Reply #2 on: November 05, 2020, 03:25:56 PM »
Hi Rokas,
Thanks for quick reply.
Could you please save in max2018 format?

I tried to make same setup.
Not sure how to avoid intersection of box and cylinder.
Clipping spline always affects all objects? Can it affect only cylinders?


zeffs

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Re: Street lights + barriers (combine)
« Reply #3 on: November 05, 2020, 03:34:51 PM »
can we change clipping area behavior?
do not delete objects inside area - but make kind of pause and continue same order scattering after

Rokas

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Re: Street lights + barriers (combine)
« Reply #4 on: November 05, 2020, 04:20:06 PM »
can we change clipping area behavior?
do not delete objects inside area - but make kind of pause and continue same order scattering after
No, we cant Pause RailClone. Clipping is a step done after RC has calculated all the segments.

Please always attach Your max file it will be easier for both sides.
« Last Edit: November 05, 2020, 04:22:27 PM by Rokas »
Rokas
iToo Software

zeffs

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Re: Street lights + barriers (combine)
« Reply #5 on: November 05, 2020, 04:30:29 PM »
ok, got it about clipping
here is my scene
how can I avoid those problems - intersections and double objects

Rokas

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Re: Street lights + barriers (combine)
« Reply #6 on: November 05, 2020, 05:10:36 PM »
Use adaptive mode instead of tile.
If You cant use adaptive then with tile mode You can use sequence operation:
« Last Edit: November 05, 2020, 05:24:19 PM by Rokas »
Rokas
iToo Software

zeffs

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Re: Street lights + barriers (combine)
« Reply #7 on: November 05, 2020, 05:15:10 PM »
Thank you!
Now it works just fine! :)

zeffs

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Re: Street lights + barriers (combine)
« Reply #8 on: November 05, 2020, 05:51:23 PM »
another one small issue
cannot find an option how to force cylinders always look up

Rokas

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Re: Street lights + barriers (combine)
« Reply #9 on: November 05, 2020, 06:08:03 PM »

Hope this helps. More about deformations in our documentation.

Feel free to check out full documentation for more tips and tricks. I believe You will enjoy it.
Rokas
iToo Software

zeffs

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Re: Street lights + barriers (combine)
« Reply #10 on: November 05, 2020, 07:13:04 PM »
definitely I pressed that before...
for some reason I cannot get it work on my small piece of terrain
and issue not only with my custom meshes, boxes and cylinders have same problem at some areas
maybe that depends on spline curvature or something else



Dragan

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Re: Street lights + barriers (combine)
« Reply #11 on: November 05, 2020, 07:31:01 PM »
Hi
It is due the pivot of the barrier segment. Set it to the center and then set additional for the Z position or set Y alignment for the Barrier segment node.
And make sure your Surface is large enough/bigger  to cover all the Splines/generated elements.
« Last Edit: November 05, 2020, 07:35:29 PM by Dragan »

zeffs

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Re: Street lights + barriers (combine)
« Reply #12 on: November 05, 2020, 08:23:22 PM »
Hi,
Cool, now I see what is causing the issue!
The thing is - I cannot move the pivot
otherwise I will loose connection with my original object and all coordinates will be screwed in game engine. (reference mesh should be untouched)

Dragan

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Re: Street lights + barriers (combine)
« Reply #13 on: November 05, 2020, 08:49:03 PM »
Then make alignment on the Segments node (although it is always better to add a Transform node and set alignments on it). It will override the original Pivot. So for the barrier set the Center for Y and Bottom for Z and leave the original pivot on your barrier model.

zeffs

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Re: Street lights + barriers (combine)
« Reply #14 on: November 06, 2020, 09:21:41 AM »
some updates on this one
box and cylinder has original perfectly aligned pivots - and still there is an issue with being 100% vertical
for the custom shapes I moved the spline so it is not going away from terrain - but it is also slightly off