Tuttle
Technical Art Director - Env Lead
So Mario is using Laserscan to make this track?![]()
There is a bit of disinformation about this kind of data...
Mario is using a Lidar point cloud to build the track. So, yes, technically he's using discrete return laser informations but they're aerial scanning;
Aerial scanning are a great resource but you can't compare it with a laser scanned track, where you have to use ground based instruments (tripod fixed or mobile) to grab a gamma of details you can't get from aerials;
Aerials working great for terrains, thanks to the vertical accuracy but you've a lot of limitations for other aspects, like obstruction (angles), weather (cloud obstruction), building structure at the terrain level, vegetation, points per minute, density etc...
With mobile/fixed instruments (ground based) you can get a density of 0.005/0.015 fps (foot point spacing), a huge amount of data you can't get from airborne.
But when you read about laser scanned tracks, you don't have to think for a superhighpoly track mesh. This is a legend...as even a laser scanned track needs to follow the game standard and the same GPU limitation as other tracks. So the main asset is to get a lot of informations about everything in the circuit...but then you've to build your own track using the point cloud as a reference. The result is a very correct elevation profile, correct and realistic cambers, correct main bumps and a huge amount of data for buildings, structures, objects etc..
At the end of the story...the work is in the 3D Artist hands even with Lidars...like other tracks.