I’m trying to do something a bit more tricky for a Cycles scene. In essence, I wish to create a full scale detailed city… using curves for roads and particles for buildings. While some things were easy to do, other plans are a bit of a challenge.
What works so far: I can model a section of road, use an array modifier to loop it to the length of a curve, deform it to match the curve, then use a shrinkwarp modifier to align it to the terrain. I also created a subdivided plane, gave it a group particle system for buildings, and also use a shrinkwarp modifier to align it to the terrain. The problems I face now are:
- What is the easiest way to create road divisions and intersections, without having to apply the curve modifier? I can create individual segments on a curve, but the road mesh is only stretched across one segment.
- I need to have separate segment models for intersections. I imagine I will have to place those manually? Or is there a way to automatically detect when a curve self-intersects, and use a different segment object there?
- Buildings are placed as particles by a virtual plane. I’ve set it up to spawn a building per vertex, which normally looks pretty okay. I am however unsure if there’s a more ideal way to distribute particle buildings across a surface! One that gives out a better pattern, and most of all doesn’t cause buildings to intersect one another.