Choosing a road path in real life is a science, because it costs millions
Real roads usually follow a 0-6% slope (car engines don’t like big slopes, ever seen old cars & trucks on the side of the road when you’re going up into the mountains?) .
You can build a few bridges and cut some mountains but that’s terrible for our planet, and even more expensive.
I can’t believe I can’t find an easy way to do this kind of stuff with Blender!
Thanks @RickyBlender!
I just want walkable roads in my fantasy maps, haha!
BTW, I’m pretty sure, it’s a knowledge we have since the Roman Empire at least.
Before using Theodolite, we used something else (groma?) to make lelvel roads or with constant slopes.
After searching and scratching my head about trails and path finding, I manually made one:
A circular helix of radius a and slope b / a (or pitch 2 πb ) is described by the following parametrisation:
x ( t ) = a cos ( t ) ,
y ( t ) = a sin ( t ) ,
z ( t ) = b t
So drawing a straigth helix (spiral+z, constant slope) should works fine in theory.
But the shrinkwrap projected on X and Y produced inconsistent results in some parts.
I didn’t check in details where it failed. Maybe, these parts could be removed and a segment could be done by hand.
@skuax, thanks for the link. I didn’t know about this project. Unfortunately it’s for 2.79. I guess it uses normals angle to worldspace Z to define and increase erosion slopes. It doesn’t help in my case but I really appreciate.
to start with
you could make equi isolevel curve on your landscape
may be every 1 meter high
let say you have a total height of 10 meters
then you make 10 iso level curves
then determine if between each curve level you got less then 3 % of slope
then keep going to find a min path with slope < 3 %
he did also spec that slope cannot be more the 3%
so that is a major constraint
and I guess there is like a start and end point on the mountain or landscape
some model might not even have a min path solution too!