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Add PBR with Stencils #22
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These are not used by the rule yet, but they will be. They are the first set, and are likely to be edited in the future to reduce code used to insert them (rotations etc).
The use of simple inserted geometries or stencils is providing a method to enable cleaner material replacments in Unreal/TwinMotion/Unity. These changes are the starting point for high resolution edits to the rule. Everything works on Street Shapes in this commit (UV Flips, Traffic Direction, Reverse options). However, on sidewalk bike lanes, this is not work working (texture conflicts, no extrusion). Something about the sidewalk UVs is causing an issue. Reversing normals, scope alignments, adjusting insertAlongUV heights, extrusion direction, or adjusting comp settings is not fixing this. This has enough useful components, working on this from the development branch makes sense.
Further testing of stencil shapes on highly sloped shapes suggests this can be useful. Every ~10 degrees of slope will increment a multiplier so that thickness doubles at 10 degrees, triples at 20 degrees, etc. This suggests it can generalize to other shapes. Still no answer on sidewalk shapes.
Draft bus lane stencil added.
Before an insert along UV operation occurs, the scope needed to be aligned to the Y axis. This fixes face collisions on sidewalkside bike lanes. A solution for sloped streets and sidewalks have been addressed for stencils.
HOV Lane Stencil incorporated and tested. Works on steep angle inclines. Increase extrusion amount based on max angle encountered based on tests. Might change back in the future.
Minor edits include bug fix for bus land stencil, change our a random tree not appearing (need to revisit), add bus stop/car share stencils. Both require more work (bus lane can use context sensitive transitions per NACTO guidance).
Add OBJs for Both & Through Arrow directions.
Modified stencils for arrows.
Draft stencil arrows for high LOD. Refactor functions and parameters. More needs to be done to simplify geometry, and it is unclear how to replace ALL the options provided by other textures/lane options.
GitHub did not sync this change with the main rule. This could create a bug for medians with turn lanes. Fixed.
Adjust Rule to have color first like other asphalt painted rule, and add stencil color as a const (future param?).
Curbside length is only used in one location, but is labeled parking length everywhere else. Found issue when carshare allocations got larger. Fixed. Might need a longer term fix for centering vehicles along UV insertions...
These are not perfect, but they work for now. Center turn lanes uses splits, inserted arrows, and transition shapes using the same transition the median with turn lane uses. Needs revisions, and potentially a dropping of the low LOD support.
Curbside passenger drop offs and crossings now how high geometry splits for their patterns. Might change to drop low LOD code, but TBD.
Curbside Elements, and bike buffers.
Change texture sides, call appropriate rule post change.
Minor refactors to parameters passed to stencils, add buffer stencil draft.
Change uw factor. Might require more changes in the future here. Not sure how PBR will work with the same coordinate system.
Center Turn Lane Transition stencil.
The paint section just did not look right with the previous mode. This looks a little cleaner and has less code.
Some textures are no longer used, and will eventually be deleted. This is the start of the archival process.
Removal Centerlines. Not used.
I need a better set of settings for this, but for now this simplifies the interacting constants and gets close to appropriate depths.
Angle is not perfect, car postion could be shift, but this follows the same aspect ratios of the previous texture. Micromobility parking is the last component.
Use splits to create a box for scooter parking. This is sufficient for now. Might add gap later.
Add asphalt textures with PBR support.
Update scene.
Per email with Benjamin Neukom, adjusting the PBR settings to set the shader on export.
Asphalt has draft PBR support.
Unnecessary roughness.
No reporting for stencils on PBR textures. PBR definitely increases the complexity of a general tiling system but the results are great. All asphalt painted road components now have PBR asphalt. Drainage at the side has been simplified.
Bad texture choice in Transit Scenario
Enough progress has been made that these are no longer required. They will be stored in other versions.
Delete bad old texture.
Change Textures.
Edit Rules to reflect changes, only sidewalks/crosswalks addressed.
Rail texture has an old texture.
Bug fixes for low lod, change roughness.
Switch out General Sidewalk Texture. Other minor edits.
* Update README.md Update to ArcGIS CE * Update README.md Minor edit * Update README.md Minor edit
Update scene for minor edits in textures.
Reduce roughness & lighten color map.
* Update README.md Update to ArcGIS CE * Update README.md Minor edit * Update README.md Minor edit
This reverts commit 88ad9a5. This change is for a few reasons, but the effort required to make median's support PBR and deal with UI issues is large. Users will benefit from an updated rule at this stage.
Include Previous read me update.
Minor scene updates.
* Update README.md Update to ArcGIS CE * Update README.md Minor edit * Update README.md Minor edit
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These series of changes to the rule are a very large refactor to remove all old textures, and support material replacement in TwinMotion, Unreal, and similar platforms. These edits include an improved look and feel to the rule's roadbed, and uses high detailed stencils with insertAlongUV to enable crisp models.