Wireframe view of several tracks crossing one another over grassy terrain
Roads that belong in the landscape

Blending

RTB goes to great lengths to blend road edges with the terrain. Materials blend into smooth transitions, outside edges follow the slope of the terrain, and cross-section points adjust to the ground beneath.

Track blend

By default, track edges are calculated, shaped and lit to blend with the surrounding terrain. This happens in three ways:

  • Material: the terrain is used as the edge material, then blended with the track's material.
  • Shape: the track's physical shape is adjusted to "meld" with the terrain.
  • Lighting: lighting is adjusted so abrupt angles are less visible.
A track edge before and after blending with the terrain
Left: without blending. Right: with blending.

Track to track

Blending works between tracks too. When one track cuts through another, the vertices of the cut track are raised or lowered to meet the surface of the cutting track. The two roads merge smoothly, without steps or gaps, even when they start at different heights.

Wireframe of a road crossing another, with the crossed road rising on both sides to meet it
The cut track rises to meet the track cutting through it, for a smooth crossing.

Terrain snap

Road points can be weighted to snap to the terrain beneath them. Regular roads use this to blend their edges with the surrounding ground. Apply it to every point on the track for a striking effect.

The road can flow entirely with the terrain, so raising or lowering the ground beneath it changes the road too.

A road flowing over rolling hills before and after being moved
The same road, moved slightly with just two mouse clicks. The rolling hills shape both the terrain and the track.

Available now on Steam

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