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tfRoad

tfRoad generates a procedural road based on the path, with built-in cloning for adding roadside structures such as street lamps, traffic lights, steel barricades or trees, to make the road more realistic.

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tfRoad uses the spline path to create the road geometry.


Drag the spline into the Spline link field to create your road geometry.

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Here a Text Spline has been dropped into the Spline link field.

You can also use an xpTrail generator to create road geometry in an interesting way, as part of an xpSystem.

Drop a spline into this link field to precisely control the banking of the road, which is essential for realistic-looking curves.

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Here a Helix spline (on the left) is driving the generation of road, on the right, without Autobanking or a rail spline.

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In this second image, the Rail in the Rail link field is creating a rail spline, resulting in a road that banks towards the center of the helix.

Increases and decreases the width of the road.

The height levels of the road are set by the spline that has been used.

You can adjust the height levels here.

This setting extends your road downwards on the Y-axis.

Increasing the Curvature setting rounds off your road and road edges.

Generates more polygons, allowing for more detail in the road.

Enabling this will favor the bends in your road and the road will lean into the corners.

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A Helix spline is used here, with Auto Banking enabled.


Set as Dashed, by default, this setting puts a dashed white line down the center of your road material.

The alternatives are: None (no white line) or Solid (an unbroken white line).

Set as Two-way, by default, this option can put tire marks on your road surface.

The other options are: None (no tire-marks) or One-way (one set of tire-marks in each lane, as opposed to two).

You can create a road material for your road objects.


You can drag and drop objects (eg streetlamps - available in the Asset Browser) into the link field to clone them along your road.

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Street Light 01 has been added to the Objects link field, with Clone Along Road enabled on this terrain and a Clone Count of 20.

Click this to enable the Clone Along Road option and open up a further menu for options for the clones.

This option will further optimize the scene, creating one instance for all of the clones.

Drag and drop objects into this link field.

If you have more than one object in the link field, simply highlight the one you wish to alter to get the options below.


Adjust this to increase, or decrease, the number of clones.

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Clone Count reduced to 10, producing 10 street lights.

You can move the clones around on the X, Y, or Z-axes.

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Here, the Move parameter has been used to push the street lights 30cm on the X-axis.

The clones can be rotated in the heading, the pitch and the bank.

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Further to the above, in this image, the Rotate value is -90 degrees, positioning the street lights over the road.

You can scale your scene objects up or down, to fit your scene.

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With the Scale setting at 85%, reducing the size of the street lights.

This option will alter the angle of the object related to the Y-axis.

Use this setting to offset your objects along the spline length, moving their position.

Clicking on the drop-down arrow will reveal two further parameters.

tfRoad_Spline Offset_v02.png

In this image, the Straighten value is at 100%, to straighten out the street lights, and the Spline Offset is at 4%, resulting in street lights offsetting from the road.

Adding variation will give a more random, natural-looking clone distribution.

Changing the Seed will give an alternative, random ‘look’, based on your settings.

Gives you more control over the placing of your clone objects, creating a custom clone distribution along the road spline.

tfRoad_Distribution_v01.png

The linear Distribution curve setting gives a linear distribution of clones here.

tfRoad_Distribution_v02.png

In this second image, the dense collection of clones is created by the steep incline in the Distribution curve setting.


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