Building & Scaling Bridges with Array Curve Instancing

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Building & Scaling Bridges with Array Curve Instancing

Have you ever wanted to learn how to build and scale bridges or train tracks to size without any mesh stretching or artefacts?

In this tutorial, I am going to show you how to procedurally generate more posts and plans to make a bridge using the curve and array modifier.

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Thanks all for checking it out :camera:

Link to YouTube Video: https://youtu.be/DtdTB2vcdbw

Link to YouTube 3D Tudor Channel: https://www.youtube.com/channel/UC1NVCXV6Be8twf-9rGrLacQ?sub_confirmation=1

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Is there a way to texture/shade the outcome, so that the parts are visibly not the same?
Or some UV shift for textures/shading based on location?
Haven’t really looked into this part of Blender tbh, but I know you can procedurally move UV’s around in Houdini.

cheers!

rob

There’s UV shift setting in the Array modifier. Also, in Cycles, you can use the Geometry -> Random Per Island socket to get masks per each geometry island (i.e. distinct mesh). Doesn’t seem to work in Eevee though.

Yes, the Geometry node does the trick :slight_smile:
Thanks for the tip!