TrackToolsV2 - BETA
⚠️ Beta Notice
This is still a beta version, so you may encounter some bugs or issues. Also Blender 4.5+ is required.
💡Content of each pack is listed at the bottom of this page.
TrackTools is a series of Blender GeoNodes modifiers for building tracks and roads without the usual headaches. Whether it’s a game track or just a scenic road for your visualization, it streamlines the repetitive processes so you can focus on the fun parts.
Real-World Reference
Follow real-world terrain to create realistic tracks, create your own terrain from scratch, or combine both approaches.
Interactive learning
A dedicated demo file is included that shows how everything is set up. You can explore the modifiers, see the values in use, and experiment by changing them to understand how the system works.
Modular and Stackable
The system is made of modifiers that can be used individually or stacked to create more complex setups. Combine roads, edges, barriers, markings, and environment objects to quickly build detailed tracks or roads exactly how you want them.
Custom assets
Combine modifiers into your own configurations and reuse them as assets. Build anything from a simple road with markings to a detailed highway with barriers, lamps, ditch, then save those setups for quick use in future projects.
Tools Overview:
TERRAIN_GEOMETRY
Subdivides the terrain based on its distance to the input object or collection.
• 3 ranges to control each subdivision area independently.
• Option to merge far vertices by distance or to delete them.
TERRAIN_SHAPE
Shrinkwraps geometry onto a reference terrain and smooths it around a specified object or collection.
• Set the min and max distance for the smoothing.
• Cut holes for tunnels
• Option to delete unneeded mesh under the road.
ROAD
Creates a road mesh from a curve.
• Create intersections.
• Adjust width, resolution, and add camber.
• Assign material and generate UVs.
• Option to source elevation from reference terrain (for each control point).
• Outputs middle and border curves for further use.
EDGE
Generates road edge from the _ROAD border curve.
• Set width and height or use custom profile.
• Option to generate new UVs or extend the road UVs.
MARKINGS
Generates marking lines from input curve.
• Can be used independently or stacked on top of _ROAD modifier.
• Quickly pick from 6 types of lines.
• Use curve radius to create different combinations.
ROAD_POSTS
Places an instance object along the road opposite each other, one side rotated by 180°.
• Adjust spacing and offset of the instances.
• Can be used independently or stacked on top of _ROAD modifier.
BARRIER
Generates mesh along a curve from input profile and places instances of an input object along the curve.
• Perfect for walls, rails, sidewalks, lamps, posts, etc.
• Can be used independently or stacked on top of _ROAD modifier.
• Choose profile curve and instance object.
• Stack multiple modifiers with different settings to create variations quickly.
RACING_KERB
Generates smooth or stepped racing kerbs along input curve.
• Choose between arched profile or stepped kerb.
• Set width, height, and resolution.
• Additional width control using curve radius.
PARKING_LINES
Generates parking lines along input curve.
• Set spacing and line width.
• Choose to include border line.
• Adjust angle and length quickly using curve radius and tilt.
ISLANDS
Generates mesh grid and border in the shape of the input plane.
BRIDGE + TUNNEL (EXPERIMENTAL)
These tools are included and explained in the files, but they are experimental and may be completely changed in future updates due to current limitations and bugs.
UV_CONTROLS
Controls scaling and position of the UV map.
• Adjust UVs for each part of the road system independently.
SNAP_TO
Aligns border edges or points between objects.
• Set snap distance.
• Choose to target points or edges.
• Optional Z-smoothing.
SUBD_CURVE
Works like a subdivision surface modifier but for curves (addition to the SNAPTO modifier).
• Choose level of subdivision.
• Option to resample the curve before subdividing.
FILTER_PARTS
Useful for exporting the parts separately or deleting parts that are not needed.
DUPLICATE_CURVE
Duplicates any curve.
• Set number of copies.
• Adjust offset.
• Control the tilt behavior.
SURFACE
Subdivides the road mesh and adds bumps.
• Useful for creating collider mesh for the road with higher resolution.
TRIANGLE_GRID
Generates a bounding box around the input geometry and fills it with a 2D grid of equilateral triangles.
• Used as first modifier in the stack.
• Optional (has some bugs and will be improved).
TRANSFER_UVs
Transfers UV map from target to new terrain (not fully tested, might have issues).
• Transfer UV map and set the material from reference to the generated object.
• Useful for better organization (you can hide the reference terrain).
TREES
Distributes instances/points on target geometry.
• Input instance object or collection.
• Use with trees, bushes, rocks, or any other object.
• Control the placement with simple planes placed above the target.
• Use any object or collection as a mask (road, parking lot, houses…).
• Set density, distance from mask, and variance.
• One-click export .txt file ready for Assetto Corsa TreeFX with TrackToolsExporter.
LAYOUTS
Helps generate empties used for Assetto Corsa spawn points and checkpoints.
• Controlled by input curve.
• Generate start, pit, hotlap, and checkpoints in seconds.
• Switch direction in one click.
• Generate mesh line for each layout (useful for rendering track map or outline picture).
• Works on any track (needs a curve going approx. in the middle of the road).
• One-click export multiple layouts in separate .fbx files using TrackToolsExporter.
TrackToolsACExporter
Installable addon for exporting content to Assetto Corsa.
• Export tree positions from the _TREES modifier, ready for use with TreeFX.
• Generate game-ready spawn objects from _LAYOUTS modifier.
• One-click export of all layout-specific objects to their corresponding .fbx files.
Limitations:
Sharp angle intersections with elevation
Automatic smoothing can leave sharp bumps when slopes are steep and angles too tight.
BRIDGE and TUNNEL
These modifiers only work in simple cases and still have many limitations. Don’t expect to build complex overpasses or intersecting tunnels at this stage.
UV Controls
Adjusting UV maps isn’t very intuitive at the moment, but this will be reworked in the near future.
Performance Tips
Building larger maps impacts performance.
• Work in smaller sections and apply modifiers progressively.
• Disable unused collections to keep the viewport responsive.
• Switch off UV generation to save computing power.
• Use lower subdivision settings while working, and increase them only for the final export.
Note: There isn’t a one-click performance saver yet, so for now it’s up to you to be careful with certain combinations to avoid freezing.
Planned Features
- Proper tool for bridges and tunnels
- More options for markings
- More and better materials
- Tool for retaining walls
- Custom asset browser
- More options for the ACExporter
- Add more automation using scripts
Updates
v1 – Released on Superhive. Contact me if you need access to the older files.
v2 (2025-09-05)
• Whole system reworked – most tools split into several modifiers
• Road tool now supports intersections
• Smarter elevation control when using reference terrain
• Marking tool updated with new options
• New groups for barriers and objects in row
• New workflow for aligning elements with the SNAPTO tool
• More options for controlling tree placement
• One-click export of 3D tree positions for Assetto Corsa
• AC spawn object generator and exporter
• And more…
License options:
- Individual: For one user. Allows commercial work
- Studio: For up to 10 users. Allows commercial work
Which pack is right for you?
FREE PACK
Perfect for beginners or those who need specific tools. Includes basic assets, materials, and time-saving utilities like the tree scatter tool with Assetto Corsa TreeFX export, racing kerbs, layouts generator, and curve subdivision tools. I'll be adding a simplified road tool and more assets over time to give newcomers everything they need to start building tracks.
Content:
• TREES
• LAYOUTS
• RACE_KERB
• SUBD_CURVE
• SNAP_TO
• ACExporter
• 10+ basic materials
BASIC PACK – $12
Test-drive the core system before committing. Get the main ROAD and TERRAIN tools to see if TrackTools fits your workflow. If you already have your own methods for barriers, markings, or other details, this lets you grab just the roads (with intersections) and adaptive terrain subdivision without paying for tools you won't use.
Content:
• FREE PACK
• ROAD
• TERRAIN_SHAPE
• TERRAIN_GEOMETRY
• UV_CONTROL
• Individual license
FULL PACK – $35
The complete toolkit. All listed modifiers and features in one package—no need to download FREE or BASIC separately.
Content:
• FREE+BASIC PACK
• EDGE
• MARKINGS
• ROAD_POSTS
• BARRIER
• PARKING_LINES
• ISLANDS
• BRIDGE
• TUNNEL
• FILTER_PARTS
• DUPLICATE_CURVE
• SURFACE
• TRIANGLE_GRID
• TRANSFER_UVs
• Individual license
FULL PACK STUDIO– $140
Same as FULL PACK with a studio license for up to 10 users under one company.
All packs come with all future updates.
If you're upgrading from BASIC to FULL (or from FULL to STUDIO) you only pay the difference.
⚠️This is not automatic yet, so for now you have to send me a DM with the email you purchased the lower version with and I'll send you a discount code. (Since I only specified this in my Discord, if you didn't know this and paid full price for both BASIC and FULL, you can send me a DM too and I'll refund the difference).
Special Thanks
Big thanks to Daniel Hickox for helping simplify the intersection logic and improving the road UVs.
Thanks also to zeroskilz for this Curve-To-Mesh with Even-Thickness Node-Group that helped a lot with some of the tools.
💬 For any questions or support, join the Discord server**