My brother, what an incredible job. Honestly, it's one of the most excellent jobs I've ever done. Congratulations and thanks for sharing. Looking forward to having access to all the resources.
Hey Peter, you have done an amazing job with your add-on. Congratulation. Definitely i will recommend your work. Impressive details. This is what we need. Thank you!
Stupendous Work! Can also later expand this to railways and waterways and mining tunnels? You have made a beautifully presented and charming video presentation which has been a delight to watch. Wish you every success in this venture.
Hi, thank you very much for your heartwarming comment! :-) It's nice to hear that. Mining tunnels are an interesting idea I hadn't considered before. It would definitely be fun to expand into waterways and railways one day. Thanks again and wishing you a great day!
This is amazing! Going to buy this! You should make a version or addon for parking lots and one for airports/taxiways! I would buy anything similar to this as well!
WOW!!! This is really incredibly awesome and amazing, so professional and ver high quality and carefully created to offer all the huge amount of available features that make it such an perfect addon that so useful and interesting, t
Hi Umar, that's nice to hear! Yes, that would indeed be nice. You can export it as a mesh. I made a mini-tutorial about that in the FAQ section on the website (theroadsmustroll.com). But most of the materials won't survive trip, since most of the materials are complex procedural materials specific to Blender. Currently I'm working on an update that will extend the material options significantly. Have fun!
Hi! Yes, it would indeed be very nice if that would be possible. It seems like this will be a big a task, so I hope that this is something I can work on somewhere in the future. Thanks for your feedback!
Hello, Great add-on for Blender! I am working with a client who needs animations in the field of road safety. I will need road signs, traffic lights, and other signage that adhere to French standards. Is it possible to customize your add-on to a French version for an advanced user like me? Specifically, I would like to model my own signs and place them using the node editor. Thank you!
Hi Sylvain, Thank you for your interest and your message! It’s definitely possible to swap the textures. If you first use Blender’s Unpack Resources function, all the textures will be saved to a folder on your hard drive. From there, you’ll be able to identify the textures related to the signage. I live in Belgium, and I believe we share many road signs with France. However, it’s a bit difficult for me to say whether you’ll find everything you need among the signs I’ve already created. I haven't created every possible road sign yet. Regarding the random distribution of signs along the road: I’m planning to add an option to use your own collection of signs. If you send me an email, I’d be happy to guide you through the process. As for the traffic lights, you can see a render of those on the website: theroadsmustroll.com/wp-content/uploads/2024/06/thermr-traffic-lights-1920_px_001.webp This is a procedural asset, so you can rotate and place the individual light boxes. Changing the lights from red to green or orange is something I haven't yet implemented. I hope this helps! Kind regards, Pieter
Wow what a great tool. I'm considering buying it but I'm very new to blender. My main objective is to make roads into a racing simulator game. I'm curious if this would work for me. Now I make curves then i attach a plane to it. Make my whole map like this then convert it to a mesh that I can manipulate to add elevation. Could I use this as an alternative?
Hi There, That's nice to hear. Thanks for reaching out! To add elevation, you can adjust the curve that the road is based on. You can convert the road to a mesh, but keep in mind that some material UVs will not convert correctly. Additionally, if you plan to export the road to software like Unreal, many of the materials won’t carry over properly. This is because they’re complex procedural materials created with Blender’s tools. For more details, check out the FAQ on the website: www.theroadsmustroll.com. I may explore new methods for converting and exporting in the future, but it’s not an easy task. I hope this helps! If you have any more questions, feel free to reach out. All the best, Pieter
Thank you very much! :-) It depends I would say: do you make these RUclips videos for a client or do you earn a significant amount of money with your channel?
@Roads_Must_Roll thanks for responding and once again kudos on the awesome work you have done, well I plan to make a RUclips channel for my self, to create some content funny stuff, and was planning on using blender to create these animations, while searching for plug-ins for roads came across some good ones including yours, which is at the top of the list for me, I hope I was able to convey my point, no it's not for any client but for myself, nor would this be used in every video that I plan to make, thanks again
@@usmansalmaan4956 Hi there! In your case, unless you would have a RUclips channel with thousands of subscribers and you make a couple of hundred of euros per month with that, the Portfolio version is ok. If you would want to make commercial work with it later, you can always upgrade to the small studio version later on. Blender Market will subtract the amount you already paid in that case. Hope this helps. If you have any other questions, don't hesitate to reach out. Kind regards, Pieter
Hi there! Adapting it for different parts of the world is something I’d love to explore in the future, but it’s a lot of work. If I can earn some money from it, that would help me find the time to make these updates happen. ;-)
Hi Michal, Thanks for your question! A single curve can't have multiple instances of the same road modifier, as it would result in overlapping geometry. Instead, I recommend creating multiple curves and placing them sequentially. This approach allows you to apply specific settings to each curve. However, note that traffic animations won't continue seamlessly across curves with this method. I'm currently working on a tool to enable traffic to flow smoothly across multiple curves. Stay tuned!
Hi Leandro, Launch Control looks like a great add-on! I haven’t used it myself, but I assume you’ll need a mesh for your car to drive on. This means you’ll need to make a copy of the road, convert that copy to a mesh, and disable its visibility in renders. You can find instructions on how to do this in the FAQ on my website: theroadsmustroll.com/docs/
Hi Daria, I have never used Octane, so I don't really know. The materials I use are always based on textures with a lot of shader nodes on top of it. These shader nodes are also connected to geometry nodes. So if Octane uses it's own shader system, I'm guessing that it would not be able to convert all of this?
Thanks for your feedback. That is something I considered at some point and I will have to do some testing with that. It would be 4 spotlights per car. So if you have 200 cars, that's 800 spotlights. I'm afraid it will slow down everything too much. It will need testing.
Wouaho ! Congrats for all this work, it looks amazing ! Is it possible to buy the personal licence then upgrade to commercial one with the personal version price deducted or will I have to rebuy the whole price ? Also, I saw your comment about the roads not being convertible to meshes. This addon won't be useful for me without it as I need to export roads to a game engine. I easily converted geometry nodes in the past by simply adding a "Realize Instances" node before the last one. Like this : ruclips.net/video/hSLE1maQWyg/видео.htmlsi=OHJxExInH8J8HC0U&t=86. Wouldn't that work on your nodes ? A huge thank for your time. Keep up that awesome work !
Thank you very much!🙂 Yes, absolutely. When you buy the personal license first, Blender Market will automatically subtract the already paid amount from the amount you'll still have to pay for the commercial license. As for exporting, I ran some tests, and you were spot on - thanks for the heads-up! The only catch is that a few material elements don't convert perfectly. I’ve updated the FAQ to reflect this: theroadsmustroll.com/docs/#faq I also tried exporting as an .fbx to Unreal Engine - the mesh came through just fine, but the materials didn’t convert as expected. I think I will have to dig a little deeper for this to work.
@@Roads_Must_Roll Awesome news ! Thanks a ton, I'll buy it real soon then. For the materials, indeed the only materials exportable to game engines are the ones using only simple princple bsdf node if I recall correctly. The typical workflow is to export only the meshes and all textures (albedo, normal, metal, etc) and create all materials directly in the game engine. You won't be able to import any other materials type from blender afaik. So if you want to simplify the process for game engine exports, you could create a version that only use simple materials. But even without these modification, I should be able to modify the materials and export the textures myself. I'll do some tests as soon as I'll buy it. Would you like me to keep you updated ? I can send you the working materials if I have successful results. Or if you want to pm me to know more about gamedev workflow, I can hit you up on your website mail. Thanks again ! edit : I just read the faq. For the white lines and such, I think there's no other choice than to generate meshes too for them and place them a little above their respective surface (to prevent z fighting) and apply a simple white material on them. I don't see a better option right now as we can't bake the whole road texture, it'd be a waste of ram, storage and perfs for realtime apps like games, and we can't export them as decals either afaik but I'll have to dig on how you create these lines in the first place to see better. I could also bake just a small portion of the road and repeat it along the rest. Or recreate simple lines myself using the initial curve. In the worst case, I'll just skip it and apply my own textures with lines to the road meshes.
@@Ladamshify That's nice to hear! It would be really cool if you could keep me up to date about that. (my email address is on the website). Initially I created the white lines on the road as geometry in geometry nodes. So I could potentially integrate that again and give it as an option. That way you could use those to create a texture in Unreal with projection mapping perhaps? So that you could delete the white lines mesh again afterwards. (I have no experience with Unreal for the moment) Thanks! :-)
@@Roads_Must_Roll Allright, will do. I just bought it rn. Excited to look that up ! White lines as geometry would be great. Any gamedev could handle the rest themselves with this. There's indeed several technics that could be used. But even the lazy way by just keeping geometry would be okay, today's gpus can handle lots of triangles, and we can also cull the geometry that is outside of camera view so, it'll be fine. Little side note : I'm experienced with Unity, but it's mostly the same technics used in both UE and Unity.
Hi, converting the road to a mesh is possible, but currently with a few limitations, see the faq: theroadsmustroll.com/docs/#faq This is definitely something to have a look at in the future. It would be nice if this is possible. Concerning the possibility to animate your car manually: I'm not sure which method you want to use for animating your car, but it all depends on the complexity of what you want to do I think. If the roads are all level (a flat surface) there shouldn't be an issue as long as you don't want to make the car bounce against barriers and borders and such. If the road goes up and down as well, you can use the same curve that is used to create the road, to animate your car. Then again: if you want to do more funky stuff (lane changing, ...) on roads that go up and down, I'm not sure how to do that for the moment.
@@velocity.motion Actually, as @ladamshify pointed out, you can convert the road to a mesh. Just keep in mind that a few material elements won’t convert - I’ve outlined the steps and details in the FAQ here: theroadsmustroll.com/docs/#faq
Look what casually gets dropped like a bombshell. This guy is a legend.
Thank you! 🙂
You're a hero to the community!
Thank you very much! :-)
My brother, what an incredible job. Honestly, it's one of the most excellent jobs I've ever done. Congratulations and thanks for sharing. Looking forward to having access to all the resources.
Hi Rodrigo. Thank you very much! :-)
I STILL watch this once a day. 🤣 This is just amazing.
:D That's so nice to hear! Thanks! :-)
Insane, makes me wish I worked on projects that needs roads!
Haha, thanks! 🙂
i NOW rename you "THE ROAD god". awesome work.
Hahah, thanks! :-)
wow, amazing work! Love the procedural workflow. Personally for me would like to see some roundabouts as here in UK we loooooove roundabouts :D
Haha, thanks! 😊 Yes, roundabouts are on the to-do list for one of the upcoming updates. It could take a bit of time, but they’re definitely coming. :)
Hey Peter, you have done an amazing job with your add-on. Congratulation. Definitely i will recommend your work. Impressive details. This is what we need. Thank you!
Hi Ivaylo, thank you very much! :-) That's great to hear. You're very welcome!
this looks amazing! one of the best addon releases in recent years and exactly what I've been looking for! I'll definitely check it out.
Hi Yavuz, thank you very much. That's very nice to hear! :-)
👌 Awesome work, Thanks lot for making the addon n video🙏🙏
Thank you very much Satish! :-)
incredible work, congrats!!! Just amazing
Thanks Alejandro! 😀
This is great and cool work!!!
Thank you very much Николай ! :-)
Stupendous Work! Can also later expand this to railways and waterways and mining tunnels? You have made a beautifully presented and charming video presentation which has been a delight to watch. Wish you every success in this venture.
Hi, thank you very much for your heartwarming comment! :-) It's nice to hear that. Mining tunnels are an interesting idea I hadn't considered before. It would definitely be fun to expand into waterways and railways one day. Thanks again and wishing you a great day!
The division of roads into smaller roads was done very cool.👌👌
Hi Fazoway, thanks you very much for your comment! :-)
This looks so good, please don't abandon it like the next street v3 developers
Thanks! I noticed that they did and I'm here to stay. :-) Currently working on the first bigger update.
Bruh! This what i need 5 years ago
Great work and deserves to be the best ever.
Thanks! ☺
very useful , one of the beSt add-ons.. nice job
Thanks! :-) That's great to hear
great work!
Thanks a lot!
This is amazing! Going to buy this! You should make a version or addon for parking lots and one for airports/taxiways! I would buy anything similar to this as well!
Thanks! :-) That's nice to hear. Yes, that's a cool idea. I was also thinking about making monorails and train tracks at some point. :-)
This is amazing 🤩
Thank you! 🙂
Brilliant work. Can the cars drive on the left as in UK, Australia etc?
Thanks! 🙂 Yes, they can! :) You can change the direction of the cars per lane. You can also flip the direction of the panels on the overhead signs.
This is amazing!
Thanks! 🙂
GREAT ! very useful addon for us
Thanks! That's very nice to hear! 🙂
Amazing work. I wish you continued success.I hope I can buy it, the dollar exchange rate is crazy in my country.
Thank you very much! 🙂
WOW!!! This is really incredibly awesome and amazing, so professional and ver high quality and carefully created to offer all the huge amount of available features that make it such an perfect addon that so useful and interesting, t
Thank you very much for this kind comment! :-)
Great Job, congratulation ❤
Thank you very much! 🙂
Love it. Buying this now. I wish you could do something like this for Unreal Engine 5.
Hi Umar, that's nice to hear!
Yes, that would indeed be nice.
You can export it as a mesh. I made a mini-tutorial about that in the FAQ section on the website (theroadsmustroll.com). But most of the materials won't survive trip, since most of the materials are complex procedural materials specific to Blender. Currently I'm working on an update that will extend the material options significantly. Have fun!
would be amazing if I could export this as fbx or obj with baked textures. would be an instant buy.
Hi! Yes, it would indeed be very nice if that would be possible. It seems like this will be a big a task, so I hope that this is something I can work on somewhere in the future. Thanks for your feedback!
Great
Thanks!
Hello,
Great add-on for Blender! I am working with a client who needs animations in the field of road safety. I will need road signs, traffic lights, and other signage that adhere to French standards.
Is it possible to customize your add-on to a French version for an advanced user like me? Specifically, I would like to model my own signs and place them using the node editor.
Thank you!
Hi Sylvain,
Thank you for your interest and your message!
It’s definitely possible to swap the textures. If you first use Blender’s Unpack Resources function, all the textures will be saved to a folder on your hard drive. From there, you’ll be able to identify the textures related to the signage.
I live in Belgium, and I believe we share many road signs with France. However, it’s a bit difficult for me to say whether you’ll find everything you need among the signs I’ve already created. I haven't created every possible road sign yet.
Regarding the random distribution of signs along the road: I’m planning to add an option to use your own collection of signs. If you send me an email, I’d be happy to guide you through the process.
As for the traffic lights, you can see a render of those on the website: theroadsmustroll.com/wp-content/uploads/2024/06/thermr-traffic-lights-1920_px_001.webp
This is a procedural asset, so you can rotate and place the individual light boxes. Changing the lights from red to green or orange is something I haven't yet implemented.
I hope this helps!
Kind regards,
Pieter
This is amazing
Thanks Bakri! :-)
@@Roads_Must_Roll You are very welcome, I'm getting it for sure :)
@@bakriomar365 That's nice to hear! :-)
Wow what a great tool. I'm considering buying it but I'm very new to blender. My main objective is to make roads into a racing simulator game. I'm curious if this would work for me. Now I make curves then i attach a plane to it. Make my whole map like this then convert it to a mesh that I can manipulate to add elevation. Could I use this as an alternative?
Hi There,
That's nice to hear. Thanks for reaching out!
To add elevation, you can adjust the curve that the road is based on.
You can convert the road to a mesh, but keep in mind that some material UVs will not convert correctly. Additionally, if you plan to export the road to software like Unreal, many of the materials won’t carry over properly. This is because they’re complex procedural materials created with Blender’s tools. For more details, check out the FAQ on the website: www.theroadsmustroll.com.
I may explore new methods for converting and exporting in the future, but it’s not an easy task.
I hope this helps! If you have any more questions, feel free to reach out.
All the best,
Pieter
thanks it is great
That's nice to hear. You're welcome!
Really great work and very professional, if I purchase the Portfolio Version, can I use it in the RUclips videos I plan to create?
Thank you very much! :-) It depends I would say: do you make these RUclips videos for a client or do you earn a significant amount of money with your channel?
@Roads_Must_Roll thanks for responding and once again kudos on the awesome work you have done, well I plan to make a RUclips channel for my self, to create some content funny stuff, and was planning on using blender to create these animations, while searching for plug-ins for roads came across some good ones including yours, which is at the top of the list for me, I hope I was able to convey my point, no it's not for any client but for myself, nor would this be used in every video that I plan to make, thanks again
@@usmansalmaan4956 Hi there! In your case, unless you would have a RUclips channel with thousands of subscribers and you make a couple of hundred of euros per month with that, the Portfolio version is ok. If you would want to make commercial work with it later, you can always upgrade to the small studio version later on. Blender Market will subtract the amount you already paid in that case. Hope this helps. If you have any other questions, don't hesitate to reach out. Kind regards, Pieter
These kind of addons is really helpful for west region and also its one way to make money too haha!
Hi there! Adapting it for different parts of the world is something I’d love to explore in the future, but it’s a lot of work. If I can earn some money from it, that would help me find the time to make these updates happen. ;-)
Thank you!!!
You're welcome! 🙂
How do I separate the curve into multiple parts so I can pick different settings for each part?
Hi Michal,
Thanks for your question! A single curve can't have multiple instances of the same road modifier, as it would result in overlapping geometry. Instead, I recommend creating multiple curves and placing them sequentially. This approach allows you to apply specific settings to each curve.
However, note that traffic animations won't continue seamlessly across curves with this method. I'm currently working on a tool to enable traffic to flow smoothly across multiple curves.
Stay tuned!
This is very fun.
Thanks! :-)
I have the Lauch Control addon, it can be use to anime my car animation on these roads? (it is similar to rigacar)...
Hi Leandro, Launch Control looks like a great add-on! I haven’t used it myself, but I assume you’ll need a mesh for your car to drive on. This means you’ll need to make a copy of the road, convert that copy to a mesh, and disable its visibility in renders. You can find instructions on how to do this in the FAQ on my website: theroadsmustroll.com/docs/
Respect 🫡
Thx! :-)
Is it possible to use with Blender Octane?
Hi Daria, I have never used Octane, so I don't really know. The materials I use are always based on textures with a lot of shader nodes on top of it. These shader nodes are also connected to geometry nodes. So if Octane uses it's own shader system, I'm guessing that it would not be able to convert all of this?
You wear the shirt of Vietnam right?
Haha, yes indeed! :-) I did some volunteer work in Vietnam in 2002.
@@Roads_Must_Roll Oh i'm from Vietnam with love
you need to add spot lights on the cars so looks more realistic, each car with its own spot lights...
Thanks for your feedback. That is something I considered at some point and I will have to do some testing with that. It would be 4 spotlights per car. So if you have 200 cars, that's 800 spotlights. I'm afraid it will slow down everything too much. It will need testing.
road can add puddle water texture
Hi! I'm currently working on that. This will be for the next update.
Wouaho ! Congrats for all this work, it looks amazing !
Is it possible to buy the personal licence then upgrade to commercial one with the personal version price deducted or will I have to rebuy the whole price ?
Also, I saw your comment about the roads not being convertible to meshes. This addon won't be useful for me without it as I need to export roads to a game engine. I easily converted geometry nodes in the past by simply adding a "Realize Instances" node before the last one.
Like this : ruclips.net/video/hSLE1maQWyg/видео.htmlsi=OHJxExInH8J8HC0U&t=86.
Wouldn't that work on your nodes ?
A huge thank for your time. Keep up that awesome work !
Thank you very much!🙂 Yes, absolutely. When you buy the personal license first, Blender Market will automatically subtract the already paid amount from the amount you'll still have to pay for the commercial license.
As for exporting, I ran some tests, and you were spot on - thanks for the heads-up! The only catch is that a few material elements don't convert perfectly. I’ve updated the FAQ to reflect this: theroadsmustroll.com/docs/#faq I also tried exporting as an .fbx to Unreal Engine - the mesh came through just fine, but the materials didn’t convert as expected. I think I will have to dig a little deeper for this to work.
@@Roads_Must_Roll Awesome news ! Thanks a ton, I'll buy it real soon then.
For the materials, indeed the only materials exportable to game engines are the ones using only simple princple bsdf node if I recall correctly. The typical workflow is to export only the meshes and all textures (albedo, normal, metal, etc) and create all materials directly in the game engine. You won't be able to import any other materials type from blender afaik.
So if you want to simplify the process for game engine exports, you could create a version that only use simple materials.
But even without these modification, I should be able to modify the materials and export the textures myself.
I'll do some tests as soon as I'll buy it. Would you like me to keep you updated ? I can send you the working materials if I have successful results. Or if you want to pm me to know more about gamedev workflow, I can hit you up on your website mail.
Thanks again !
edit : I just read the faq. For the white lines and such, I think there's no other choice than to generate meshes too for them and place them a little above their respective surface (to prevent z fighting) and apply a simple white material on them. I don't see a better option right now as we can't bake the whole road texture, it'd be a waste of ram, storage and perfs for realtime apps like games, and we can't export them as decals either afaik but I'll have to dig on how you create these lines in the first place to see better.
I could also bake just a small portion of the road and repeat it along the rest. Or recreate simple lines myself using the initial curve. In the worst case, I'll just skip it and apply my own textures with lines to the road meshes.
@@Ladamshify That's nice to hear! It would be really cool if you could keep me up to date about that. (my email address is on the website). Initially I created the white lines on the road as geometry in geometry nodes. So I could potentially integrate that again and give it as an option. That way you could use those to create a texture in Unreal with projection mapping perhaps? So that you could delete the white lines mesh again afterwards. (I have no experience with Unreal for the moment) Thanks! :-)
@@Roads_Must_Roll Allright, will do. I just bought it rn. Excited to look that up !
White lines as geometry would be great. Any gamedev could handle the rest themselves with this. There's indeed several technics that could be used. But even the lazy way by just keeping geometry would be okay, today's gpus can handle lots of triangles, and we can also cull the geometry that is outside of camera view so, it'll be fine. Little side note : I'm experienced with Unity, but it's mostly the same technics used in both UE and Unity.
@@Ladamshify That's great to hear! :-) Please let me know if you have any questions.
City Skylines disliked this.
Hah :-)
amazing addon by the way
Thanks! 😀
can i convert the road to mesh? , bcz i wanna do manual animation of my car on the road
Hi, converting the road to a mesh is possible, but currently with a few limitations, see the faq: theroadsmustroll.com/docs/#faq This is definitely something to have a look at in the future. It would be nice if this is possible. Concerning the possibility to animate your car manually: I'm not sure which method you want to use for animating your car, but it all depends on the complexity of what you want to do I think. If the roads are all level (a flat surface) there shouldn't be an issue as long as you don't want to make the car bounce against barriers and borders and such. If the road goes up and down as well, you can use the same curve that is used to create the road, to animate your car. Then again: if you want to do more funky stuff (lane changing, ...) on roads that go up and down, I'm not sure how to do that for the moment.
@@Roads_Must_Roll thank you for reply , maybe i will buy it and i will try with flat plan
Wow machtig!!
@@velocity.motion Actually, as @ladamshify pointed out, you can convert the road to a mesh. Just keep in mind that a few material elements won’t convert - I’ve outlined the steps and details in the FAQ here: theroadsmustroll.com/docs/#faq