Procedural asphalt marks and tire tracks

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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coilbook
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Joined: Mon Mar 24, 2014 2:27 pm

Hi,
Are there any ways to create procedural asphalt marks and tire tracks?
Thanks


Otoy,
Can you make dirt texture to remember where animated mesh touched another mesh, and dirt texture is procedurally baked for tire tracks, etc.?
skientia
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coilbook wrote:Hi,
Are there any ways to create procedural asphalt marks and tire tracks?
It depends on the level of fidelity. If high, the track marks would have to match the vehicle's tires in the scene.

It would be a lot simpler to achieve this in Affinity Photo or similar, with brushes, exported as a grayscale single channel TIFF or JPG file (not PNG).

Procedurally, this could be achieved with layered noises (nodes) that are "masked" within a thick line for this long rectangular tire breaking marks appearance. The tricky part is when the marks aren't straight but curved.
frankmci
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Location: Washington DC

It's been quite a while since I used Max, but there is something similar to C4D's vertex based "wet maps" that should do the trick. Check out Max's Vertex Paint tools, and try using the tire contact area to dynamically drive the vertex painting. You can either use that vertex painting directly in diffuse/bump/displacement/etc., or use it as an animated mask to reveal a higher res, pre-made tire track texture.

Another option is to generate a spline along the tire contact path, either dynamically or manually, and extrude an appropriately mapped and masked surface along it in time with the tire position. The texture does need to tile along or be procedurally generated and mapped along the extrusion UV axis in world coordinates to lock it in place as the extrusion grows. (This can work in conjunction with the vertex map option above if animating the extrusion while maintaining the texture is causing you problems.)

A third option is to generate a layer of particle "paint" that sticks to the ground, emitted at the contact point. Again, you can either use the emitted particle system directly, or use it as an aminated mask, although you probably need to do the masking in post for this option unless Max has much more sophisticated render time AOVs than it used to.

There are lots of ways to accomplish the same effect. Some make more sense than others, depending on the application in your specific shot. Try not to over think it, though. If it's one shot, a simple A/B render and composite with a track matte may be the way to go. If you've got lots of similar shots with the same effect, it's probably worth spending the time to automate the process directly into the animation/render itself as much as possible.
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coilbook
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Joined: Mon Mar 24, 2014 2:27 pm

Thank you all!
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