Sand On Roadway In Gaea 3

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?

Duration.

This is a timer modifier for the simulation. As the sand moves in the wind, it’ll fall onto and collect on the road.

Feature Scale is likely higher in the G3 preview image too:

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.