I’m still having fun with G3. No crashes. No problems so far. But how do I get sand on the road way like in the demo picture?
Awesome. Thanks.
Is nodes order: Terrain → Road → Dunes correct ?
I was doing it in that order but wasn’t getting the result that I wanted. Ty’s suggestion seem to be what I was missing. But I haven’t tried it yet.
I managed to have the road partly covered with dunes but:
- It had (the road) too be too wide.
- Even at 1K preview, the nodes is very long to perform ( RTX 4080 here = not the top of the top but at least decent).
- I have to push “feature scale” a lot not to have the whole terrain covered with dunesTerrain.
- Display to “none” or “Atlas” or whatever, The road texture isn’t preserved althought you can guess that there is a road (especially if you drew it :) )
- Masking using a map or using mask by height/slope from properties menu removes the dunes 's height +/- where expected but not their color.
- Also, I couldn’t figure out what is the displacement effect and purpose.
Thanks for the update.
Plug a constant into the displacement. This pushes the road up or down on the surface.
Also I show how to do some sand on the road.
See latest reply on this thread: #G3 E.A.Road texture / Dunes
John
I’ve been trying to get the partial road textures back after the road has been partially covered with Sand… seems far more troublesome than it should be.
Partially I think there’s either an issue with the Dunes > Sand Output … as the entire output appears a solid value:
But after trying to use it to subtract portions of the Road Texture the appearance of the Sand putput takes on a different look:
When blending the sand output seems to at least remove parts of the road texture but there’s something odd happening… the appearance of the sand output mask now looks different.
I think either the Sand output is broken on the Dunes node or if the sand output is meant to be something else, that the Dune node should provide a crisp mask of the sand vs. no-sand areas as an output (perhaps this is just an output of the removal attribute information) … which it should have since it appears to show the sand vs road in the color and heightmap correctly:
John
Thanks for all the work that you did. Hopefully a fix is near. I think the sand or snow on the road is one of my favorite new effects that I want to explore a lot more.
Would you face some difficulties to get from the node the proper mask that could be used to texture the dunes and mix with terrain and road textures ?
If I understand what you’re asking, that’s what I was trying to do with the Sand output on the Dune node.
It seems to be the Sand output should be what that sounds like, a black and white mask where the sand is white and non-sand is black…
But it doesn’t give that result… the result is what the second image is in my last image reply above.
I tried a fx on each Dune node’s outputs (out, wear, sand) and to make it short, I don’t get what i’m looking for/what I need for texturing (especially when it comes to combine terrain and dunes textures) + the masks resulting look “unusual” and always require autolevel + invert doesn’t seem to work as expected for out and wear.









