Ghoults
Lasse Luisu
Here is one way to get smooth surface over rough mesh. Basically just make one bezier for each edge of the road and add enough knots to it until it follows the road close enough but not too closely so it does not record the irregularities. Then use some helper meshes to follow the beziers and shrinkwrap the edges of the physical mesh to the helper edges.
Now just keep adding knots to the beziers to make it follow the surface. Then you can adjust your physical road mesh by making the arrayed road mesh longer which makes it less accurate but gets rid of the irregularities. Or make shorter which makes it more accurate. You can also then add a subdivision modifier to smooth it out if you go for the longer blocks so it doesn't drive like a staircase.
Here is a sample blend to get the idea. I only did the first straight out of pits. I put all my stuff on second layer. There are two road meshes. 02ROAD is finer mesh and 03ROAD is rougher mesh with subsurf. There is no difference currently because the beziers need more resolution. I used very rough bezier curves for this so you want to add more knots to make it follow the road better. When you add more knots and increase the bezier resolution you'll see which works better.
The trick with this is that the shrinkwrapped bezier curves only snap to the target lidar mesh at the knot points so you can control your smoothness with the density of your bezier knots.
Here is a sample blend file. It only contains small portion of the lidar mesh and all the stuff I did so it is just 3mb. Easy to append to your blend:
https://www28.zippyshare.com/v/JNkKeBck/file.html
Now just keep adding knots to the beziers to make it follow the surface. Then you can adjust your physical road mesh by making the arrayed road mesh longer which makes it less accurate but gets rid of the irregularities. Or make shorter which makes it more accurate. You can also then add a subdivision modifier to smooth it out if you go for the longer blocks so it doesn't drive like a staircase.
Here is a sample blend to get the idea. I only did the first straight out of pits. I put all my stuff on second layer. There are two road meshes. 02ROAD is finer mesh and 03ROAD is rougher mesh with subsurf. There is no difference currently because the beziers need more resolution. I used very rough bezier curves for this so you want to add more knots to make it follow the road better. When you add more knots and increase the bezier resolution you'll see which works better.
The trick with this is that the shrinkwrapped bezier curves only snap to the target lidar mesh at the knot points so you can control your smoothness with the density of your bezier knots.
Here is a sample blend file. It only contains small portion of the lidar mesh and all the stuff I did so it is just 3mb. Easy to append to your blend:
https://www28.zippyshare.com/v/JNkKeBck/file.html