If either the spine or cross-section are closed, the node creates a tube. If both the spine and cross-section are open, the node creates an open surface. (Closed means that the curve is a loop - the first and last point of the curve are the same.) This node can handle closed spines and/or closed cross-sections. If there are multiple curves in the second (cross-section) input, the cross-sections are distributed along the curve length according to the Cross section order parameter on the Construction tab. SideFX award-winning Houdini software utilizes a node. If there are multiple curves in the first (spine) input, the cross-section(s) is/are swept along each spine curve separately. SideFX is a world leader in the development of 3D animation and visual effects software for use in film, TV, commercials and video games. This node can handle multiple spines, and/or multiple cross-sections. Instead of using modeled cross-sections connected to the second input, you can use automatic circle, square, or line cross-sections using the Surface Shape parameter. In the end you will have a working road tool inside of Unreal which can solve intersections. In this tutorial we will be combining the assets created in the previous tutorials. By default the type of input curves determine the type of surface (for example, polylines produce polygons, NURBS curves produce NURBS surfaces), however you can override the surface type using the Primitive type parameter on the Construction tab. This is the final part of the series: Complex Roads in Houdini. This node will accept polylines, NURBS curves, or Bézier curves. It is an extremely versatile workhorse for generating procedural geometry. This node takes a cross-section curve from the second input, distributes copies of it along a spine curve from the first input, and creates a surface between the distributed cross-section curves.
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