What a colossal waste of time today. Didn't finish the desert terrain set like I wanted, though I did do a quickie stone-paved road type that seems to work okay. Not fantastic, but it suits for now. I didn't get around to doing the grass/scrub texture like I wanted, and I probably should do a rocky ground and a dried mud one just to round things out. That scrabbly dirt one I'm not entirely satisfied with, so I might swap it out for the stony ground one when it's done. Need something better for road fringes too; right now, I'm just blending out the paving stones into the surrounding sand.
Should start thinking about optimizations to the whole procedure of blending roads; right now, I am calling blur routines a lot, and combined with the noise generators to start with I am looking at a pretty significant generation time. Gotta see if I can cut it down a bit, to a more manageable level.
For now, though, it's bedtime...
Bit of guess work here... but your previous posts on how roads were constructed ended up with a mask-image that was mostly black but with a grey/white "line" where the path should be.
Maybe you can take advantage of the fact that the solid-colour areas won't change with blurring, and find some way of isolating just the roads? some sort of grid system and/or edge filter might well do the trick.
All based on the principle of not doing any work where you know it won't have any effect [smile]
Jack