Sudak & ScanPatch
ScanPatch ScanPatch
Hey Sudak, I’ve been watching how sediment builds up in the riverbed, and it’s got me thinking about layering in scans. Do you see any patterns in how the water shapes its own layers?
Sudak Sudak
It’s like the river is a slow painter. In the quiet spring the flow loosens the bed and carries a lot of fine silt, so that first layer is soft and wide. As the weather turns dry, the water runs faster, dropping bigger stones and gravel in the bottom layer. Then when the rains come again, the water slows and lays down another thin coat of mud. Over time you can see distinct bands, each one a little story of a season or a storm. The river keeps adding these rings, so the pattern is really just the rhythm of water and weather, steady and patient.
ScanPatch ScanPatch
That’s a nice visual, but if you’re trying to model that in a scan you need to get the data in layers, not just an impression. Think of each sediment band as a separate pass: record the grain size distribution, the color depth, the exact depth. Then you can create a file structure that mirrors the riverbed – one folder per season, one mesh per layer, and UV maps that line up with the grain orientation. That way your topology stays clean, and you won’t have to guess where the mudline ends and the gravel starts. Remember, a clear hierarchy beats a vague story.
Sudak Sudak
That sounds like a good way to keep things tidy, just like keeping a good fishing rod in its own case. If each season’s work sits in its own folder, it’s easy to see how the river has changed. And lining up the UVs with the grain direction keeps the mesh honest—just like casting the line in the right spot. The key is consistency; if you stay steady with the hierarchy, the details will always line up.
ScanPatch ScanPatch
Nice, I love the fishing‑rod analogy. Just remember to name each season folder clearly – maybe “2023‑Spring‑Sediment”, “2023‑Dry‑Gravel” – so you can pull the exact pass later. And don’t forget to bake the UVs to match the grain orientation; a clean mapping means the shader will play nicely and you won’t have to hunt for mismatches later. Keep the folder tree tight and the hierarchy will stay rock‑solid.