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Using scripting to generate meshes over time
#3
Hi again,

I've managed to solve the previous problem by using an object with a spline controller and a custom script attached where the custom script gets the current spline and talks to its generator to make it appear at the relative position of the controller. With a custom selector logic I can now send this object anywhere on my network and make it "build" the roads. Your suggestions solved further few issues and I can now confidently say that we're happy with the system enough to proceed to the end with it.

Which brings me to some new questions if I may;

As we are creating a city, and every road segment is a separate spline (so every intersection adds 2-8 splines and many connections), we're ending up with a LOT of "create mesh" modules, either in a single massive generator or in 100s of small generators. Is there a way of combining (adding together into a single output) the splines, the volumes or the meshes in the generator graph, or somewhere else, so we can manage these 100s of splines in a single generator with a single create mesh output for example?

(as a further example; wanting to edit the output layer turns into a 1000~ click operation in either of our cases, and adding new road segments to the system is much more difficult than it could be if we had a "combine splines" module we could place before the shape extrusion. This would reduce the number of modules in our generator by about %85 while keeping the result exactly the same)

Please let me know if I'm missing anything in this thought process and how we might solve the scaling issue.
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Messages In This Thread
RE: Using scripting to generate meshes over time - by croner1907 - 02-10-2022, 02:43 PM

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