I must be that your depth of field isn't correctly set in reshade. Just uncheck the PirateFOV effect within reshade. I"ll check the post processor options tomorrow to let you know how to set the depth of field.
Traffic doesn't make any difference to me because of the 5800x3D. I get 70fps average with high traffic or not. This reshade mostly impacts the gpu. Traffic is cpu bound.
This an edited comment. I formally complained about buying the add-on. I don't only take that back but i also apologize to the creator. Thanks for reaching out and helping. It's a great add-on, once u can handle it's greatness. 😅
@@billobama6018 yeah I got it wrong. The V2 is the legacy version. The new numeration starts with V1.2 (or so) so the latest version is the one in the market v1.4.1
I just bought the addon, and wow, it's incredibly easy to use and does the job perfectly. I don't usually buy software addons, but this one is definitely worth it. Thanks!
can only say woow! very exited about the next updates...certainly a way to make it more user friendly....you crushed the whole concurents in the field of road making in blender.
Thank you very much, I also agree, I created Roadscape in order to have the most flexible road generator for my own use. I'm really glad it evolved up to this point. The tool is becoming really handy, I'm glad you like it aswell.
Hello, Just found your addon and it's wonderful! But I got a question, how can I add it a texture so it actually looks like a road? like an asphalt or gravel road?
Hello, for now the addon doesn't handle procedural uv unwrapping, so the only way to do it is to unwrap the meshes manually after turning the Visual Geometry into Mesh.
Hey, i do love you flexability of this addon as have been trying for a while to get a GN option for adapting terrain. Only problem i have is when i turn on terrain smoothing it breaks the entire terrain just leaving the road. Not sure why but it means the raycast is too sharp on where it cuts into the landscape. So without the smooth terrain it cant ease the cutting. Any ideas?
Hi Paul, I invite you to join the discord server so that it's easier for us to communicate and resolve the problem based on your screenshot and informations! Here is the invite link: discord.gg/pJXffQ43zp
Im somewhat new to blender, this looks easier to understand for placing roads on terrain than the way I was trying without any addon's, is it a one time purchase?
This is indeed a one time purchase. I would say it is definitely easier than not using it but it is not beginner friendly as in "no Blender experience at all". I'm always making sure to point that out because the tool is complex and goes deep in flexibility so there's a little learning curve that shouldn't be a big deal if you are familiar with Blender. Future versions of Roadscape are meant to be even easier to use.
@@baptm727 Good to know just thought to ask to check it was one time purchase since i didn't know if the site was one time or like a subscription thing of some sort, I have tried using array/curve way to making roads but the terrain never flattened out that well, so started looking at addons to make re-creating roads a bit more simple and found roadscape.
@@V8supragt yeah modeling a road onto a terrain is a pain and not dynamic flexible at all in Blender. Thats why I created this in the first place. I would invite you to watch the Roadscape tutorials videos on this channel as well as reading the documentation prior to purchasing it so that you have a better idea of what you're getting into. You can find the link to the documentation in the documentation tab of the Blender Market product page (link in the description).
I understand you're subdividing mesh closer to the road, but what's with those stranded edges on the outer side? It looks like it doesn't lead anywhere, it's not connected?
I'm not sure I understand you correctly. Roadscape outputs a single manifold terrain mesh composed of the procedurally generated road support mesh that is merged to the original terrain mesh, and it also outputs a separate road mesh on top of it, this separate road mesh is optional.
Hi. I would really like to get some optimization tricks because I working on a 8 million vertices mesh and it's really slow. I would also like to know how to make the horizontal support mesh under the road to be not so wide but still keep the subdivisions. I hope you understand what I am talking about :)
ciao sei fantastico quanto spieghi, per me che sono principiante su blender sarà complicatissimo riuscire a fare una strada. ho preso il pacchetto da blender market ci provo, speriamo che me la cavo ,ciao grazie
Hello and congratulations on your work. I have no regrets about investing in your geometry nodes Roadscape, which completes my workflow. to create a map for a car simulator. I thought I recognised a French accent in your explanation. Or am I mistaken? Anyway very good continuation and I wish you a very happy new year
Thank you very much for the kind words, I'm glad that you find this tool useful, I also do use it a lot! Indeed, I have a French accent ahaha, thank you for your kind words again. Happy new year!
@@baptm727 I live in Nice Côte d'Azur, I'm French I'm currently working on the development of 2 plugins one for the Beamng drive simulator and one to improve osm maps but can be useful for other tasks beamNG magic tools box and Alpha Sculpt I would like you to deal with the subject of tunnels as this is an important point for my maps in development as the Monaco region has a lot of them.
Yes, so, it wouldn't work with OSM's out of the box generated roads since they are imported as curves with a custom object as bevel profile, but, all you would have to do is to select the imported road curve for example, delete the custom bevel profile from it and then convert it to mesh (go to Mesh > Convert to mesh). Roadscape feeds with vertices and edges as input roads geometry, therefore, from there, it would recognize the input geometry and work as expected! I'm going to do an OSM and GIS workflow video soon.