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Bob, Those settings are good.
One other suggestion. If you want thicker turf you may want to try increasing the values of the Expansion-constant, expansion-multiplier, and number-of-seeds multiplier to 0.4 or 0.5. These changes, if made, will automatically apply to all the grass you have already placed that one effect layer. Also another tweak that was discussed on these forums which have proved helpful to me is to use the values 0.1 0.3 1 1 for the width scale far settings. It seems to make the grass look better in the distance. Try it and see if you like the effect.
One caveat in all this. There is a limit to the number of layers you can have in any given route. The number of layers is greatly reduced if all your layers use the value 1.25m in the Turf Density. So use it sparingly. At most I find that I only need 3 or 4 different layers. I end up using the values of 2.5m, and 10m for the grass further from the track in the other layers.
As far as how much grass to put down, I found that if I put down grass only as far as it is visible, that works pretty well. I went out about 50-60 meters from the tracks at the most as I mostly covered up areas that were once covered with splines. After placing the new grass, I deleted the splines. Part of what drove me to this maximum coverage was not just performance and also included visibility. Grass blades by their nature are pretty thin and tend to become more of a texture in the distance even in real life. After 50 or 60 meters out in-game, the grass became sporadically placed tiny, ant-sized, single grass blades, and not what we would expect. With that in mind, I went back and redid a lot of previous covered areas and retextured the terrain with similar colors. It wasn't worth wasting the extra CPU and GPU power on something that wasn't seen anyway.
I disagree. In the paint tab you can PAINT as you go with real time varying of the direction, scaling, radius and and as a bonus, you can hit undo[B/]. Your abilities in the topology tab are much more limited and very inflexible. Basically it must be a square or rectangle and can only go with the grid direction and that's it. Here are some examples:
In this image the rectangle can only be this small which limits it usefulness for tight spaces. Also it must go with the grid which means I am going to have grass on my rail.
If a route is designed strictly to go along with the linear grid or if you are starting from scratch with no track or structures applied, it's not too bad. The problem comes with retro-fitting TurfFX or Clutter to pre-TRS19 routes as I am doing, especially with realistic terrain that does not necessarily follow the grid and has track with curves as all mine do. I have 14 such routes, most of which have many base boards.
BTW I did look at using the "Height Up" functionality and it is clunky at best.
While I love the new TurfFX and Clutter effects, and the realism they bring to a route, I am beginning to wonder if the tedium and trouble is really worth it. It would be far easier to just build new routes from scratch and forget about updating the old ones.
Bob
Bob,
The sensitivity dial is difficult for me to control as well. It appears to affect the fill-rate of the grass as it does with the height raising and lowering speed. I too have a difficult time controlling how the grass fills in areas, and that I think is due to how the grass and objects are objects placed on the nodes and end up filling in the triangles just like the textures do.
At one point during my grassing, I found that if I was about one square's worth away from the tracks I had great luck, then in another area I had grass overflowing on to the tracks and had to move further away so there's no set answer to that.
I find zooming out so the cursor is about a quarter or nickle in size helps with the texturing. I do, however, drop down and check the area afterwards to ensure I didn't cover where I didn't want to.
I am surprised that N3V did not direct us to this info source. Is N3V promoting the feature or downplaying it/