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Content CD
Included with WCS 6 and VNS 2!

Boulder Lake, (c) 2001 Gary Huber, 3D Nature LLC
To see the foliage library that is included on the Content CD, click here.
| Component | Name
Comment |
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Projects |
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Demos |
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| Country Club.proj
About 9 holes of a real country club course. An excelent example you can use to learn how to create all the elements of a golf course including sand traps, textured fairways, greens, cart paths and more. Add a few components from the 3D Object collection, like golf carts and clubs, and go ahead and play a round. |
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| Boulder Creek.proj
Several acre fractal terrain model with a small mountain stream. Stream includes 3D boulders. |
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| Boulder Lake.proj
Several acre fractal terrain model with a small mountain stream and pond. Stream and lake shore include 3D boulders. A late spring snow has mostly melted away but patches of snow still linger among the early flowers, up and blooming, taking advantage of the short summer season's sunshine. |
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| Urban-Park-Study.proj
Study in using WCS for Urban/Suburban terrain visualization. Includes demonstration of components for roads, intersections, cul-de-sacs, driveways, building sites, houses, parking lots, decorative walls, landscaping trees, paths, swimming pool, pond, flower beds and skateboard park. Includes a large number of cameras, each focused on a particular interesting area or feature. |
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Others |
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| ETOPO5.proj
ETOPO5 data from: http://www.ngdc.noaa.gov/mgg/global/seltopo.html |
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| Grand_Canyon_NP.proj
The majority of the Grand Canyon National Park area. 30m DEMs from the USGS web site: http://edcwww.cr.usgs.gov/doc/edchome/ndcdb/ndcdb.html Park bounds data from: http://www.nps.gov/gis/national_data.htm |
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| Mount_Hood_OR.proj
Mount Hood, Oregon. Registered data sets created by Tom Patterson, NPS, available from: http://www.nps.gov/carto/hood/mt/index.html |
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| MountStHelens.proj
Mount Saint Helens from the USGS 10m SDTS DEM. http://edcftp.cr.usgs.gov/pub/data/DEM/7.5min/M/mount_saint_helens_WA/10.2.1.1043903.tar.gz |
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| SanFranBay.proj
A VERY large data set of the San Francisco Bay area. There's 78.5M of DEM data, a 3.4M Landsat image, and a 31M ortho photo in this project. An example of what can be done with raw imagery with just Photoshop & WCS. Bands 3,2,1 of the Landsat image were merged, cropped, color balanced, and visually registered with the DEM. The DOQQ was cropped & rotated in Photoshop & visually registered. Landsat7 image available on a sample CD: http://edcdaac.usgs.gov/samples/index.html 10m DEMs and DOQQ from: http://bard.wr.usgs.gov/ |
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| ShipRockNM.proj
Ship Rock, New Mexico, from USGS 10m SDTS DEM. http://edcftp.cr.usgs.gov/pub/data/DEM/7.5min/S/ship_rock_NM/10.2.1.995202.tar.gz |
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| Yosemite_NP.proj
30m DEM data for Yosemite Valley from Yosemite National Park. Data from: http://edcwww.cr.usgs.gov/doc/edchome/ndcdb/ndcdb.html |
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3DObject |
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Objects |
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| Lichen Quartzite Boulder 1.w3d
Weathered quartzite boulder with lichen. Image textures are applied in planar fashion so some distortion will be apparent on some surfaces. You can reassign the image texture axes to minimize the distortion. |
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| Granite Boulder 9.w3d
Granite boulder with weathering and lichen. |
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| Granite Boulder 3.w3d
Granite boulder with weathering. |
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| Big Boulder.w3d
Granite Boulder with weathering, partially buried. |
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| Granite Boulder 8.w3d
Granite boulder with weathering. |
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| Granite Boulder 7.w3d
Granite boulder with weathering. |
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| Granite Boulder 6.w3d
Granite boulder with weathering. |
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| Granite Boulder 5.w3d
Granite boulder with weathering. |
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| Granite Boulder 4.w3d
Granite boulder with weathering. |
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| Commercial Building.w3d
Low Resolution commercial building model. |
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| Industrial Building.w3d
Low resolution industrial building with smoke stacks. |
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| Log Cabin.w3d
Basic log cabin. |
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| Mobile Home.w3d
Lores Mobile home model |
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| Quanset Hut.w3d
Quanset hut with desert camouflage. |
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| Simple House 1.w3d
Low resolution house model. Change the size and material properties as needed. |
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| Simple House 2.w3d
Low resolution house model. Change the size and material properties as needed. |
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| Simple House 3.w3d
Low resolution house model. Change the size and material properties as needed. |
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| Skyscraper.w3d
This is a basic skyscraper. You can resize it in the 3D Object Editor to make it any height you need. |
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| Water Tower New.w3d
Modern design water tower. |
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| Water Tower Old.w3d
Old design water tower. |
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| Snowman.w3d
Snowman with coal eyes and mouth, a carot nose and stick arms. |
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| Propane Tank.w3d
Propane Tank |
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| Simple Barn.w3d
Simple barn model suitable for use in the distance. |
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| Simple Silo.w3d
Simple silo object suitable for use in the distance. |
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| Pennsylvania Barn.w3d
A large barn based on Gary's pictures of an actual barn in Pennsylvania. Designed to be built into a hillside so you can drive into the third floor doors on the east side. |
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| Hollywood.w3d
3D version of the famous sign used in the hills over Hollywood California. |
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| Small Golf Flag.w3d
Smaller version of Large Golf Flag object In other respects, identical. |
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| Golf Club Driver.w3d
A model of a driver. |
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| Golf Clubs.w3d
3 models of a driver grouped together |
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| Golf Tee.w3d
Golf Tee |
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| Large Golf Flag.w3d
Large Golf Flag |
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| Golf Cart.w3d
A model of a golf cart. |
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| Telephone Poles Set.w3d
Set of two telephone poles with cabling. Approximately 10 meters high and 37 meters apart. |
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| High Tension Power Lines.w3d
Power cabling set at 50 m above ground Approximately 600 meters long Adjust scaling to suit |
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| High Tension Tower.w3d
Power cable pylon Approximately 123 meters tall Adjust to suit |
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| Radio Antenna.w3d
Radio Antenna with support wires At 350 meters, probably a little large for most projects! Scale appropriately. |
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| Satellite Dish.w3d
Satellite dish. |
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| Telephone Pole.w3d
Telephone pole - no cabling Approximately 10 meters high Apply with Foliage Effects for longer distance shots. |
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| Power Cable and Pylons.w3d
Power cabling and pylons Approximately 600 meters long Adjust scaling to suit |
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| Hoodoo.w3d
A hoodoo is an eroded rock column. Typically it has a harder "cap rock" layer on top such as granite, with softer rock layers underneath such as sandstone. The softer rock wears away over time but the column persists due to the protection of the cap rock. |
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| Granite Boulder, Oblong.w3d
Large boulder. Oblong. Granite texture. Partially buried. |
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| Granite Boulder, Rounded.w3d
Large Boulder. Granite texture. Rounded shape. |
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| Gnarly Rock.w3d
This boulder had had a stressful life. |
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| Sandstone Boulder 7.w3d
Sandstone boulder with weathering. |
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| Sandstone Boulder 6.w3d
Sandstone boulder with weathering. |
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| Sandstone Boulder 5.w3d
Sandstone boulder with weathering. |
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| Sandstone Boulder 4.w3d
Sandstone boulder with weathering. |
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| Sandstone Boulder 3.w3d
Sandstone boulder with weathering. |
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| Sandstone Boulder 8.w3d
Sandstone boulder with weathering. |
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| Vega.w3d
Model of a Vega aircraft. |
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| Electra.w3d
Model of an Electra aircraft. |
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| Office Building.w3d
Two story office building. |
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| P38.w3d
Model of a P38 aircraft. |
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| B17.w3d
Model of a B17 aircraft. |
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| Lexus.w3d
Lexus automobile. |
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| Bridge Highway.w3d
Built by Michael Ash. Approx 10m (30 ft) high, 48m long, 16m wide. |
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| Bridge Foot.w3d
Footbridge, 8m long, approx 1.2m wide. Originally built by Michael Ash. |
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| Bridge Cart.w3d
Cart bridge, 1.5m tall, 2.4m wide, 8m long, flagstone textured. Originally built by Michael Ash. |
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| Miata.w3d
Mazda Miata automobile. |
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Materials |
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| Lichen Quartzite 1.mat
Weathered quartzite with lichen. Image textures are applied in planar fashion so some distortion will be apparent on some surfaces. You can reassign the image texture axes to minimize the distortion. |
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| Weathered Granite 5.mat
Weathered granite with lichen. |
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| Big Barn Stone Y-aligned.mat
Large field stone laid up in aligned courses. Rock simulated is the Triassic Lockatong formation, a siltstone of eastern Pennsylvania. Best applied to flat objects, as bitmap texturing is applied in a planar fashion. This instance is aligned to the Y axis. |
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| Big Barn Stone X-aligned.mat
Large field stone laid up in overlapping courses. Rock simulated is the Triassic Lockatong formation, a siltstone of eastern Pennsylvania. Best applied to flat objects, as bitmap texturing is applied in a planar fashion. This instance is aligned to the X axis. |
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| Big Barn Stone Z-aligned.mat
Large field stone laid up in overlapping courses. Rock simulated is the Triassic Lockatong formation, a siltstone of eastern Pennsylvania. Best applied to flat objects, as bitmap texturing is applied in a planar fashion. This instance is aligned to the Z axis. |
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| Weathered Granite 1.mat
Weathered granite. |
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| Weathered Granite 4.mat
Weathered granite. |
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| Weathered Granite 3.mat
Weathered granite. |
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| Weathered Granite 2.mat
Weathered granite. |
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| Dull Brick.mat
Brick material |
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| Red Marble.mat
Marble material |
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| Redwood.mat
Redwood material |
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| Rosewood.mat
Rosewood material |
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| Weathered Sandstone 4.mat
Weathered sandstone. |
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| Weathered Sandstone 3.mat
Weathered sandstone. |
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| Weathered Sandstone 2.mat
Weathered sandstone. |
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| Flagstones.mat
Flagstones suitable for a walkway. (From Gary Huber's Basic Flagstone Ecosystem) This component takes advantage of the quantizing option in Cellular Basis functions. Each stone has its own unique blend of two different textures. More can be added if more variety is desired. |
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LandCover |
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Color Maps |
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| San Fran Landsat7 30m.cmp
Cropped and visually registered bands 321 from Landsat7 sampler CD. |
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| Mount Hood OR aerial.cmp
Image created by Tom Patterson, NPS. http://www.nps.gov/carto/hood/mt/index.html |
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| San Fran Ortho 1m.cmp
Cropped, rotated, and visually registered UTM orthophoto from BARD. |
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Ecosystems |
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| Spruce-Fir Forest.eco
Spruce and fir form an assemblage of tree species that dominate the subalpine landscape in the Rocky Mountain region. This Ecosystem includes a carpet of understory flowers and forbes as well as a diverse forest structure of mature and juvenile trees. The ground is textured with images of actual spruce-fir forest floor. The most prominent understory element is the bright green broom huckleberry (Vaccinium scoparium) which creates dense patches in both sun and shade. |
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| Brick.eco
Brick suitable for a path, patio, street or promenade. |
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| Concrete Sand.eco
An engineering material for use in concrete manufacture. |
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| Masonry Sand.eco
An engineering material for use in masonry work. |
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| Class 6 Road Base.eco
An engineering material for use in roads under construction. |
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| Mud Cracks.eco
Makes your mouth dry just to look at them. |
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| Red Mulch.eco
Use around plantings or in a path. |
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| Pole Peelings Mulch.eco
Use around plantings or in a path. |
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| Pine Bark Mulch.eco
Use around plantings or in a path. |
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| Cedar Mulch.eco
Use around plantings or in a path. |
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| Bark Mulch.eco
Use around plantings or in a path. |
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| Aspen Mulch.eco
Use around plantings or in a path. |
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| White Quartz Gravel.eco
Use for a bright landscape element or path. |
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| Wyoming Pink Gravel.eco
Use for a colorful landscape element or path. |
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| Wyoming Red Gravel.eco
Use for a colorful landscape element or path. |
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| Saint Vrain Gravel.eco
Use for a colorful landscape element. |
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| Rhyolite Gravel.eco
Use for a colorful landscape element or path. |
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| Mountain Granite Gravel.eco
Use for a colorful landscape element or path. |
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| Indian Sunset Gravel.eco
Use for a colorful landscape element or path. |
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| Hyland Pebbles.eco
Use for a colorful landscape element. |
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| Colorado Rose Gravel.eco
Use for a colorful landscape element or path. |
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| Colorado Red Gravel.eco
Use for a colorful landscape element or path. |
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| Butter Rock Gravel.eco
Use for a warm gray landscape element, path or driveway. |
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| Red Lava Rock.eco
Use for a colorful landscape element. |
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| Black Lava Rock.eco
Use for a dark landscape element. |
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| Black Granite Gravel.eco
Gravel for a path or driveway. Enlarge texture size to use for road base. |
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| Storm Mountain Cobble.eco
Colorful cobble. |
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| Rainbow Cobble.eco
Colorful cobble. |
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| Nebraska.eco
Farmland in the western and midwestern U.S. is usually divided into mile square sections. Each section is often subdivided into fields of 160 acre size. Roads, usually gravel, follow the section lines. This ecosystem portrays this pattern with a mix of different crop types. It uses the quantizing property of the bricks texture to create the field pattern and dots to make the irrigation crop circles. |
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| Basic Flagstone.eco
Flagstones suitable for a walkway. This component takes advantage of the quantizing option in Cellular Basis functions. Each stone has its own unique blend of two different textures. More can be added if more variety is desired. |
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| Kansas.eco
Grasslands and wildflowers puntuated by stands of hardwoods predominantly on the moister north sides of hills gives the impression of the eastern part of the US prairies. Everything in the thumbnail is one Ecosystem. Multiple materials are used to create the open areas and patches of trees. In the southern hemisphere you would want to reverse the material driver's texture output so that the trees appear on the south side of the hills. There is an overstory of trees for the grassland material. It is disabled but enable it if you want more trees. |
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| Burn.eco
Burnt conifer ecosystem from RMNP project Changed to fixed density and distance dissolve Key frames for seasonal grass color change removed |
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| Yellow Rock.eco
Yellow stratified rock from Blue Mesa Project |
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| Desert.eco
Jamie's Desert Ecosystem from the Lone Tree project completely unmodified, except for distance dissolver color - changed from original light gray Enable the disabled Palm tree group in the overstory ecotype for a more troical beach feel. |
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| Grass.eco
Jamie's grass ecosystem from the Lone Tree project A simple two element texture to represent grass |
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| Gravel.eco
Simple 2 element texture to represent gravel Taken unmodified from Jamie's Lone Tree project |
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| Gray Rock.eco
Single color pink-gray rock from Grand Canyon Project |
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| Juniper.eco
Juniper Ecosystem from Blue Mesa Project Juniper Trees in overstory Bushes and Prickly Pear in understory Modified for fixed density vegetation, and distance dissolve |
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| Krummholz.eco
Krummholz ecosystem from RMNP project Foliage changed to fixed density and distance dissolve Understory vegetation given a visible density Keyframes for seasonal grass understory color change removed Otherwise unchanged from original Lores images make this suitable for long distance shots |
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| Pink Rock.eco
Pink, stratified rock from Blue Mesa Project |
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| RedRock.eco
Single colour, dark red rock from Blue Mesa Project |
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| Sage Scrub.eco
Scrubby bushes, Saguaro Cacti and Prickly Pear Taken from Blue Mesa Project, but altered for fixed density foliage and distance dissolve |
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| Simple Gray Rock.eco
Simple gray rock texture - dark and light gray fractal noise Taken straight from Jamie's Lone Tree project |
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| Sparse Conifer.eco
Coniferous ecosystem from Jamie's Lone Tree project Constant density and distance dissolve enabled. Good for harsh, windswept slopes, as is. Inmcrese density to get thicker forest stands. |
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| Tan Rock.eco
Tan rock with strata Elevation limited to 2700m Originally from Blue Mesa Project |
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| White Rock.eco
Single color White Rock from Grand Canyon Project |
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| Brookside Meadow.eco
A mix of foxgloves, ferns and other low vegetation. Suitable for an overgrown streamside meadow - especially in woodland Taken from the v4 Brook project Adjusted for fixed density foliage and distance dissolve |
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| Mountain Meadow.eco
A field of tall wheat-like grasses is invaded by a few curly-dock. |
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| Grassland.eco
Clumps of Golden Banner, Mullein, Curly Dock and other wildflowers amidst thick grass. Get down close to this one to appreciate the diversity or cover whole prairies with it. |
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| Woodland.eco
Grasslands and wildflowers puntuated by stands of hardwoods. Everything in the thumbnail is one Ecosystem. A density texture on the treed overstory Foliage Group is used to create the open areas and patches of trees. Spacing between clumps of trees can easily be changed. Adjust the texture's remap function's phase shift to adjust spacing between patches. It's easier to do than it sounds. |
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| Parking Spaces - Diag.eco
Diagonal parking spaces, approx 12ft wide, 20ft deep with 21ft inter-space access lanes. Lanes are aligned with cardinal NS-EW directions. Alter the Z Rotation field of all of the texture elements in the Asphalt with Lines material's Diffuse Color to reorient for your lot's alignment. Use the ParkingLotAsphalt ecosystem or the ParkingLotAccessLane linear terraffector to obliterate striping as necessary. |
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| Barren Desert.eco
Sparse desert weeds and grasses. More grass than weeds in low-lying areas. Does not color actual ground surface, use with your favorite ground effect. |
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| Grass w Mushroom Rings.eco
Many, many grass clumps. Distance dissolve to a texture for faster rendering. Rings of brown mushrooms are invading the turf. Their density and distribution can be controlled independently from the grass. |
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| Grass w Red Mushrooms.eco
Many, many grass clumps. Distance dissolve to a texture for faster rendering. Clumps of red mushrooms are invading the turf. Their density and distribution can be controlled independently from the grass. |
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| Grass w Brown Mushrooms.eco
Many, many grass clumps. Distance dissolve to a texture for faster rendering. Clumps of brown mushrooms are invading the turf. Their density and distribution can be controlled independently from the grass. |
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| StonyPathWithGrass.eco
Flagstones with Sparse Small Grass ecosystem peeking through the cracks between pavers. Same basic ecosystem as used in Flagstone Path with Grass terraffector, but without center/edge grit gradient. |
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| Sparse Small Grass.eco
Sparse grass, 1 to 5 cm tall with fractal noise to make uneven distribution. Turns into simple fractal noise texture when grass blades are smaller than 4 pixels high. Same grass is used in StonyPathWithGrass. |
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| ParkingLotAsphalt.eco
Plain Asphalt, same as used in the Parking Spaces ecosystems. Use this ecosystem to define areas where you do not want parking space lines. Make sure to adjust the Z Rotation field of all of the texture elements in the Asphalt material's Diffuse Color to match any rotation you did to the Parking Spaces textures so the patterns will match where the textures meet. |
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| Parking Spaces - Straight.eco
Straight-in parking spaces, approx 10ft wide, 20ft deep with 21ft inter-space access lanes. Spaces are aligned with cardinal NS-EW directions. Alter the Z Rotation field of all of the texture elements in the Asphalt with Lines material's Diffuse Color to reorient for your lot's alignment. Use the ParkingLotAsphalt ecosystem or the ParkingLotAccessLane linear terraffector to obliterate striping as necessary. |
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| Simple Boulder Field.eco
Attach to a vector to place random boulders of .5m to 3m size within. Boulders go everywhere as dictated. See Smart Boulder Field for a more realistic implementation. |
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| Lava.eco
Cooling lava, grey hardened areas with cracks revealing simmering magma underneath. |
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| Iris.eco
Irises, 36 stems/sqft. |
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| Smart Boulder Field.eco
Attach to a vector to place random boulders of .5m to 3m size within. Density and size are greater in flatter, more convex areas, where rolling rocks are most likely to come to a stop, and smaller and fewer on exposed or steep areas where they are not likely to remain for long. See Simple Boulder Field for a less sophisticated implementation. |
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| Smart Talus Field.eco
WARNING: REALLY SLOW COMPONENT! Attach to a vector to place random rocks of 10cm to 1m size within. Density and size are greater in flatter, more convex areas, where rolling rocks are most likely to come to a stop, and smaller and fewer on exposed or steep areas where they are not likely to remain for long. A bitmapped ground texture is used to supply small gravel base. A pebbly distance-dissolve texture makes expensive 3d rocks disappear when smaller than 2 pixels high. |
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| Urban Street Asphalt.eco
Basic asphalt groundcover, same as in Basic Urban Street. Cannot override ecosystems found in linear terraffectors. |
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| Floral Mix.eco
Yellow Coreopsis and Blue Bottle Gentian at 18 stems/sqft. |
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| Daisies.eco
Daisies at 18 stems/sqft. |
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| LittleRedElephants.eco
Little Red Elephats (flower) at 40 stems/sqft. |
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| Iced Meadow.eco
Ice covers this tall wheat-like grass that is interspersed with a few Curly Docks. Ground Overlay Diffuse Color is set to an icy white instead of using a snow effect. |
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| Lightly Frosted Meadow.eco
Frost covers this tall wheat-like grass that is interspersed with a few Curly Docks. Ground Overlay Diffuse Color is set to a frosty white instead of using a snow effect. |
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Environments |
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| Nebraska.env
Farmland in the western and midwestern U.S. is usually divided into mile square sections. Each section is often subdivided into fields of 160 acre size. Roads, usually gravel, follow the section lines. This ecosystem portrays this pattern with a mix of different crop types. It uses the quantizing property of the bricks texture to create the field pattern and dots to make the irrigation crop circles. |
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| Kansas.env
Grasslands and wildflowers puntuated by stands of hardwoods predominantly on the moister north sides of hills gives the impression of the eastern part of the US prairies. Everything in the thumbnail is one Ecosystem. Multiple materials are used to create the open areas and patches of trees. To add areas of bare ground or rock you will need to decrease the slope range of the one Ecosystem to allow the Ground to show through in steeper places. In the southern hemisphere you would want to reverse the material driver's texture output so that the trees appear on the south side of the hills. There is an overstory of trees for the grassland material. It is disabled but enable it if you want more trees. |
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| Grand Canyon.env
Numerous stratified rock ecosystems make up the mojor features of this Environment. As seen in the Grand Canyon and Shadow Cliffs Projects. |
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| Generic Environment.env
Generic desert, grass, deciduous, conifer, tundra and rock Ecosystems, applied via their Rules-of-Nature(tm). This does not represent the actual foliage of any particular place. You can use this as a global Environment to quickly populate the terrain with an initial covering of foliage and texturing. This is meant to be a quick but rough starting point. I highly recommend adding or deleting Ecosystems as necessary, and editing each Ecosystem to better fit your particular project. |
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| BlueMesa Environment.env
Desert Environment from Blue Mesa Project Stratified rocks in sandstone colours, with a mix of Sage scrub, Saguaro and Juniper foliage. Suitable for long distance desert shots. |
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| Illinois.env
Grassland and wildflowers puntuated by stands of hardwoods looks like what Illinois might have looked like before the white man came and attacked the fertile loam with the plow. Everything in the thumbnail is one Ecosystem. A density texture on the treed overstory Foliage Group is used to create the open areas and patches of trees. Spacing between clumps of trees can easily be changed. Adjust the texture's remap function's phase shift to adjust spacing between patches. It's easier to do than it sounds. |
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| Grassland.env
Clumps of Golden Banner, Mullein, Curly Dock and other wildflowers amidst thick grass. Get down close to this one to appreciate the diversity or cover whole prairies with it. Everything in the thumbnail is one Ecosystem. A foliage dissolve is used to keep rendering times reasonable. |
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Foliage Effects |
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| Lone Tree.fol
The Foliage effect from which Jamie's project took its name Applied to a single point vector, this can be used to place any 3d or 2d object Adjust the height fields as necessary |
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| Lg Conifer And Decid.fol
A collection of large (10m to 13m) conifer and deciduous tree specimens suitable for large landscaping. Distance Dissolve enabled. |
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Ground Effects |
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| Rocky Organic.gnd
Rocky in steep areas using talus texturing stained with fractal noise. Rusty/green in middle slopes using turbulence. Grass texturing mixed by fractal noise in flatter areas. |
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| Fractal Green.gnd
Simulates simple foliage |
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| Simple Bare Ground.gnd
A simple Ground Effect with a single material. The material's Diffuse Color is textured with fractal noise element to suggest the look of sandy dirt. |
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| Parchment shader.gnd
Great for making stylized 'old maps'. One material with a texture in the diffuse color. Several texture elements are layered together to create a blotchy tan parchment with grain running vertically and horizontally. Here there be dragons! |
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| 100m Contour Shader.gnd
Black terrain with white contours every 100m. One material, soft stripes texture in diffuse color. Adjust contour interval in Diffuse Color Texture, Size and Position section, Z Size. Adjust contour stripe width with Width % parameter. |
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| Basic Elevation Shader.gnd
Shades terrain with dark grey in low areas, white in high areas. Useful for making basemaps and overlaying thematic or other data. Uses a two-material gradient driven by an Elevation Terrain Parameter in the Material Gradient Driver. Adjust elevation range or colors in gradient to taste. |
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| RelEl shader.gnd
Delineates areas or high relative elevation (convex areas) with Red and areas of low relative elevation (concave areas) with Blue. Uses a single Material with a Terrain parameter texture in the Diffuse Color. |
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| Slope Shader.gnd
Delineates flat areas with grey and increasingly sloped areas with red. Uses a single material with a Terrain Parameter texture in the Diffuse Color. |
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| GrnBrnGryWht Hypsographic.gnd
Useful gradient for illustrating elevation. Mimics Earthtone Elevation Gradient from WCS's Realtime Views. Adjust elevation range of gradient in Input Low and Input High fields of Material Gradient Driver Texture on Material Gradient & Driver page of ground editor. |
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| Basic Ground.gnd
Two levels of fractal noise, one at 10 meters, and a fill element at 1 meter. |
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| Rainbow Hypsographic.gnd
Colorful gradient for illustrating elevation. Adjust elevation range of gradient in Input Low and Input High fields of Material Gradient Driver Texture on Material Gradient & Driver page of ground editor. |
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| Bad Trip.gnd
Fractal noise horribly misused to create psychedelic patterns. |
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| Pine forest floor.gnd
2-material ground cover component Pine forest leaf litter - 2 images of pine needles blended with fractal noise Bare ground - 3 images of spruce forest floor 2 materials blended using remapped turbulence Modify texture sizes to reflect requirements |
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| Asphalt.gnd
Simple 1-material ground cover component 3 images of asphalt blended with fractal noise Modify texture sizes to reflect requirements |
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| Brown Dirt clods.gnd
Simple 1-material ground cover component Clods material contains 4 image objects of dry dirt blended with Fractal noise. Modify texture sizes to reflect requirements |
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| Cracked Mud.gnd
Simple 1-material ground cover component Clods material contains 4 image objects of cracked mud blended with Fractal noise. Modify texture sizes to reflect requirements |
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| Dirt clods.gnd
Simple 1-material ground cover component Clods material contains 6 image objects of dry dirt blended with Fractal noise. Modify texture sizes to reflect requirements |
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| Dirt Road.gnd
Simple 1-material ground cover component Dirt Road material contains 4 image objects of dry dirt roads blended with Fractal noise. Modify texture sizes to reflect requirements |
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| Dried Mud 1.gnd
Simple 1-material ground cover component Dried Mud material contains 5 image objects of fine dried mud blended with Fractal noise. Modify texture sizes to reflect requirements |
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| Dried Mud 2.gnd
Simple 1-material ground cover component Dried Mud material contains 5 image objects of coarse dried mud blended with Fractal noise. Modify texture sizes to reflect requirements |
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| Flagstone.gnd
Simple 1-material ground cover component 3 images of flagstones blended with fractal noise Modify texture sizes to reflect requirements |
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| Granite.gnd
Simple 1-material ground cover component Contains 4 image objects of granite blended with Fractal noise. Modify texture sizes to reflect requirements |
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| Gravel Path.gnd
Simple 1-material ground cover component Gravel Path material contains 4 image objects of gravel blended with Fractal noise. Modify texture sizes to reflect requirements |
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| Gravel Road.gnd
Simple 1-material ground cover component Gravel Path material contains 5 image objects of gravel blended with Fractal noise. Modify texture sizes to reflect requirements |
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| Greenery on bark mulch.gnd
2-material ground cover component Low level vegetation, green with purple and white flowers - 6 images blended with fractal noise Bark mulch - 3 images blended with fractal noise 2 materials blended together using high contrast turbulence to give patches of bark mulch showing under dense vegetation Modify texture sizes to reflect requirements |
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| Greenery, dirt and rock.gnd
Complex 3 material ground cover, driven by slope: Greenery with purple and white flowers in areas of low slope (6 images) Dirt in areas of medium slope (3 images) Stone in areas of high slope (6 images) Modify texture sizes to reflect requirements |
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| Hardwood Leaves.gnd
2-material ground cover component Hardwood forest leaf litter - 2 images of leaves blended with fractal noise Bare ground - 3 images of mossy ground 2 materials blended using remapped turbulence Modify texture sizes to reflect requirements |
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| Harrowed and furrowed dirt.gnd
Simple 1-material ground cover component Clods material contains 6 image objects of harrowed fields and furrows blended with Fractal noise. Modify texture sizes to reflect requirements |
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| Lawn Grass.gnd
Simple 1-material ground cover component Lawn grass material contains 5 image objects blended with Turbulence Modify texture sizes to reflect requirements |
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| Leaves on grass and Dirt.gnd
Simple 2-material ground cover component Clay and leaf-strewn grass, driven by slope Leaf litter material contains 5 image objects blended with Turbulence Modify texture sizes to reflect requirements |
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| Loose Gravel.gnd
Simple 1-material ground cover component Gravel material contains 3 image objects of loose gravel blended with Fractal noise. Modify texture sizes to reflect requirements |
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| Mossy.gnd
Simple 1-material ground cover component Clods material contains 6 image objects of moss blended with Fractal noise. Modify texture sizes to reflect requirements |
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| Old Asphalt.gnd
2 material ground cover, driven by remapped turbulence: 9 images of old asphaltblended with fractal noise Modify texture sizes to reflect requirements |
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| Orange Dirt clods.gnd
Simple 1-material ground cover component Clods material contains 4 image objects of dry dirt blended with Fractal noise. Modify texture sizes to reflect requirements |
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| Patchy Grass.gnd
Simple 1-material ground cover component Patchy grass material contains 2 image objects of green grass blended with Fractal noise, and 1 of dried grass. two types of grass blended using turbulence Modify texture sizes to reflect requirements |
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| Algae Ground.gnd
Simple 1-material ground cover component Dries mud with a thin coating of algae and small plants Ground material contains 2 image objects of algae covered mud blended with Fractal noise. Modify texture sizes to reflect requirements |
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| Rain Pocked Dirt.gnd
Simple 1-material ground cover component Clods material contains 3 image objects of rain-pocked dirt blended with Fractal noise. Modify texture sizes to reflect requirements |
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| Red Dirt clods.gnd
Simple 1-material ground cover component Clods material contains 4 image objects of dry dirt blended with Fractal noise. Modify texture sizes to reflect requirements |
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| River Sand and gravel.gnd
Simple 1-material ground cover component Contains 5 image objects of river sand and gravel blended with Fractal noise. Modify texture sizes to reflect requirements |
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| River Sand.gnd
Simple 1-material ground cover component Contains 5 image objects of river sand blended with Fractal noise. Modify texture sizes to reflect requirements |
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| Sidewalk 1.gnd
Simple 1-material ground cover component 3 images of a rough sidewalk blended with fractal noise Modify texture sizes to reflect requirements |
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| Sidewalk 2.gnd
Simple 1-material ground cover component Sidewalk material contains 5 image objects of a smooth sidewalk blended with Fractal noise. Modify texture sizes to reflect requirements |
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| Splotchy Asphalt.gnd
Simple 1-material ground cover component Splotchy Asphalt material contains 5 image objects of asphalt and splotchy asphalt blended with Fractal noise. Modify texture sizes to reflect requirements |
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| Stream Gravel.gnd
Simple 1-material ground cover component Gravel material contains 5 image objects of stream gravel blended with Fractal noise. Modify texture sizes to reflect requirements |
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| Talus.gnd
Complex 3 material ground cover, driven by slope: Small Talus Rocks in areas of low slope (3 images) Mid sized rocks in areas of medium slope (3 images) Larger rocks in areas of high slope (3 images) Modify texture sizes to reflect requirements |
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| Tan Dirt clods.gnd
Simple 1-material ground cover component Clods material contains 4 image objects of dry dirt blended with Fractal noise. Modify texture sizes to reflect requirements |
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| Wet Dirt Road.gnd
Simple 1-material ground cover component Clods material contains 6 image objects of wet and damp dirt blended with Fractal noise. Modify texture sizes to reflect requirements |
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| Western Desert.gnd
Barren tan-brown western-style desert with reddish rocky slopes and strata. |
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| Rocky and Mossy.gnd
Good for cold, damp, barren highlands. Dark greenish blotchy moss on flat areas, greyish-brown streaky rock on steeper areas. |
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| Simple Tan Ground.gnd
Brown and tan barren ground with reddish-brown exposed rock faces. |
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| Mars Ground.gnd
Browns and Rust Reds with stratified rock visible on moderate slopes. A great starting point for terraforming! |
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| Lunar Surface.gnd
Simple monochromatic ground component with fractal and turbulent light and dark patterns on flatter areas, darker streaky patterns on steep slopes. Patterning is local-sized, useful for moonbase-sized scenes, not for rendering an entire moon body. (Use with completely black sky for airless planetoids.) |
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| Green Acre Grid.gnd
Not related to old TV shows. 1-acre gridlines in stylish CRT-phosphor green for that high-tech look. Automatic 8Km distance fade out provided, but disabled. Enable Brightness element in Brick texture of Grid Material's Diffuse color to use distance-fadeout. |
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| Smart Acre Grid.gnd
Black lines mark every acre and automatically fade out with distance (8Km away) to prevent cluttering. |
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| Smart Township-Range Grid.gnd
Heavy black lines mark township/range border, medium grey lines mark sections (1 square mile), thin blue lines every quarter-section. Grid lines automatically fade out with distance to prevent cluttering. Important: To align grid with local Township/Range system, set WCS's Project Reference Coordinates (in Preferences window, Project tab) to a nearby township/range intersection point. Texture is only accurate near this point. Remember, real-world Township/Range surveying is often inaccurate, so this 'perfect' grid may not agree with reality. |
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| Smart Metric Grid.gnd
Heavy black lines every 1km, medium grey lines every 100m, thin blue lines every 10m. Grid lines automatically fade out with distance to prevent cluttering. (Foresters and land planners: the medium 100m grey lines are equivalent to hectares) |
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| ETOPO5 Elev Shader.gnd
Global Bathymetry/Topography shader for ETOPO5 project. |
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Snow Effects |
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| Basic Snow 35d.sno
Simple snow on slopes up to 35 degrees. No patterns or feathering. Simulates crisp, freshly-fallen snow that has not had much time to erode, melt or evaporate. |
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| Feathered Snow 35d.sno
Simple snow on slopes up to 35 degrees. Full feathering belnds out the edges in certain areas, showing through ground coloration. Simulates old snow that has partially melted and evaporated. |
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| Patchy Snow 35d.sno
Patchy snow on slopes up to 35 degrees. High-contrast fractal noise is used to make large patches of snow and snow-free areas. No feathering. Simulates old snow that has melted in patches. |
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Ecotypes |
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| Spruce-Fir Forest.etp
Typical forest type for the subalpine zone of the Rocky Mountains. This is a mixed age stand including both mature and juvenile specimens of spruce and fir. |
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| Boulder Creek Bank.etp
A mix of boulders, cattails and water-loving flowers growing in the shallowest reaches of a stream or pond. Restrict this ecotype to shallow water by attaching it to a material in the beach gradient with the gradient driven by a water depth texture. |
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| Conifer Forest Floor.etp
A mixture of broom huckleberry clumps and flowers, fungi, artemesia and grasses typical of Rocky Mountain forested regions. Small plants thrive wherever there are openings in the forest canopy letting solar energy through to the forest floor. |
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| Stream Bed Boulders.etp
3D Boulders to populate the bed of a mountain stream. |
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| Brookside meadow.etp
Combination of grass stems, small flowering plants and weeds Taken from the version 4 Brook project |
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| Grassland.etp
Clumps of Golden Banner, Mullein, Curly Dock and other wildflowers amidst thick grass. Get down close to this one to appreciate the diversity or cover whole prairies with it. |
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| Woodland.etp
A patchy planting of some major hardwood types. Density is set to 20 per acre in the clumps but can easily be changes. Spacing between clumps is created by a density texture. Adjust the Texture's remap function's phase shift to adjust spacing between patches. It's easier to do than it sounds. |
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Foliage Groups |
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| Stream Bank Boulders.fgp
A collection of 3D boulders for the streamside. |
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| Stream Bank Cattails.fgp
Cattail clumps growing in the shallow reaches of a stream or pond. |
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| Broom Huckleberry.fgp
One of the most common low-growing forbes in Rocky Mountain forests, Vaccinium scoparium forms dense mats that blanket the forest floor or dispersed clumps as modeled here. Broom huckleberry is only one of the numerous common names for the species. |
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| Woodland Plants.fgp
Flowers and fungi common to the forest environment of the Rocky Mountains. In reality the lupine and paintbrush would bloom earlier than the mushroom fruiting season but artistic liberties have been taken. |
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| Stream Bed Boulders.fgp
3D boulders to populate a mountain stream bed. |
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| Spruce.fgp
A collection of spruce specimens of all sizes and shapes. Good for an old-growth stand. Species are typical of the middle Rockies: Picea englemanni and Picea pungens. |
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| Woodland.fgp
Hardwoods in clumps of 20 trees per acre. Spacing between clumps is created by a density texture. Adjust the Texture's remap function's phase shift to adjust spacing between patches. It's easier to do than it sounds. |
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Material Strata |
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Sky |
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Celestial Objects |
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| Golden Sun.cel
Pale amber sun, looks best in hazy reddish sky. |
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| TechnoGreen Sun.cel
CRT-Phosphor green for that stylish techie look. |
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| Smiling Sun.cel
Enormous bright smiling sun, for those happy scenes. |
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| Big Yellow Moon.cel
The Moon at proper distance and radius, but then exaggerated 500% in size. Colored yellow. (Now with a new icon, properly colored) |
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| Sizzler.cel
Surreal Fried Egg celestial object! Product of a 3D Nature Academy conversation with Chris 'Xenon' Hanson |
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| Bright Sun.cel
Pale Yellow Sun image. Not attached to any lights. |
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Cloud Models |
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| Dark Cumulus.cld
This is a cloud pattern using a Wave Source with its phase modulated by a texture. You can alter the Shading Percentage value on the Aerial Attributes page of the Cloud Editor if you want them to react more or less to your Light(s). |
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| White Nimbus.cld
These are deliberately set to ignore the effect of Light(s) to ensure that they stay white. You can add a Shading Percentage value greater than zero on the Aerial Attributes page of the Cloud Editor if you want them to react to your Light(s). |
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| White Stratus.cld
This is a cloud pattern using a Wave Source with its phase modulated by a texture. These clouds are deliberately set to ignore the effect of Light(s) to ensure that they stay white. You can add a Shading Percentage value greater than zero on the Aerial Attributes page of the Cloud Editor if you want them to react to your Light(s). |
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| Sunset Cloud.cld
Heavily pink-red clouds with visible texture Ideal for sunset scenes |
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| Altostratus.cld
Medium altitude Altostratus clouds Stratified veil of clouds, generally thin and may produce light precipitation. |
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| Blobby.cld
Big blobby cumulus Uses remapped fractal noise, rather than turbulence |
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| BlueMesa Cloud.cld
Apricot Stratus from Blue Mesa Project Animated movement and 7 Cloud Wave sources |
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| CanyonFly Cloud.cld
Wispy streaks of cloud with wave sources Taken from the v4 Canyon Fly project |
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| Cirrus Streaks.cld
High altitude ice crystal clouds Use as part of multiple cloud models in bright daytime scenes |
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| Evening Cloud Waves.cld
Remapped fractal noise modulating a marble element. Inspired by clouds across the city on a Bristol evening. |
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| Fluffy Clouds.cld
Little fluffy clouds :) |
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| Jetstream.cld
Jetstream type clouds Nice over sunset skies... |
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| Lacy wisps.cld
Wisps of see-through cloud cover Good for summer scenes |
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| Late Night Cloud.cld
Heavily shaded clouds with visible texture Animated movement and fast evolution Excellent for late night scenes with animated skies |
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| LoneTree Cirrus.cld
Cirrus clouds from Jamie's Lone Tree project |
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| Mackerel Sky.cld
High altitude Cirrocumulus clouds, formed from wind effects on ice crystals Use as an upper layer in a multi cloud model daytime scene |
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| Nimbostratus.cld
Amorphous layer of dark grey clouds One of the chief precipitation-producing cloud types Dark and ponderous - looks like rain! |
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| Overcast.cld
Dark and gloomy Stay in by the fire... |
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| Pagoda Low Cloud Dark.cld
Low Cloud Dark cloud model from v4 Pagoda scene Only change was to disable the wave sources, although they are still present. |
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| Pagoda Low Cloud.cld
Low Cloud cloud model from v4 Pagoda scene Only change was to disable the wave sources, although they are still present. |
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| Pale Yellow Stratus.cld
Stratus clouds - light yellow colour Hazy summer afternoon |
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| Pastel Wispy.cld
Wispy summer's afternoon clouds Subtle pastel shades lend a mellow atmosphere... |
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| Peach and wheat.cld
Peachy sunset clouds - best used with a sunset sky |
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| ShadowCliffs Cloud.cld
Pink and gray cloud model from Shadow Cliffs project |
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| Spackled Cumulus.cld
High Octave cumulus |
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| Altocumulus.cld
Medium altitude Altocumulus clouds Frequently indicates signs of unsettled weather. |
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Skies |
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| Turbulent Overcast.sky
Heavy browns and greys make for a depressingly heavy sky... |
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| Armageddon Sunset.sky
Deep reds and oranges - yellow halo round sun Could be the end of the world! |
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| Big sky.sky
Clear and serene Ideal for big fluffy cumulus |
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| Blues and Pinks.sky
Purples blues and pinks make for a dusky sunset scene |
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| Brilliant Pink.sky
Pinks and pastel oranges An almost cloying candied sunset sky |
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| Brooding.sky
Dark and brooding sky - storm's a comin' ! |
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| CanyonFly Sky.sky
Pastel Pink and Lilac shades in this beautiful sky from the v4 canyon fly project |
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| Colorful sunset.sky
Multicolored sunset Warm yellow glow round sun |
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| Cool Shades.sky
Cooling Sky tones |
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| Crisp night sky.sky
Night sky on a cold clear evening. A hint of blue at the horizon, and 30% opaque to show up celestial objects. |
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| Crystal%20Clear%20Sky.sky
Bright blue sky Suggestive of a high altitude, clear day Use with minimal cloud cover, or very white clouds for that bright look. Sun halo is quite tight |
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| Equator Gold.sky
Sunset on the equator Gold and wheat colored hues |
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| Golden sunset.sky
Warm Golden sunset Romance is in the air! |
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| Indian Summer Sunset.sky
On the beach at Goa |
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| Intense Pink.sky
Wow! That's pink alright... Dame Barbara Cartland's favourite sky! |
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| Jungle.sky
Night time in the jungle Humid and dangerous! |
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| Magenta sunrise.sky
Very Magenta, but with a hint of orange round the sun |
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| Midsummer Afternoon.sky
Hazy English afternoon The smell of willow on leather.... |
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| Olive.sky
Strange alien sky tones Just add pimento and tuck in! |
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| Pastel Heaven.sky
Sunset or sunrise - who cares? I'm in pastel heaven.... |
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| Plum Pudding.sky
Mmmmm....pudding! |
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| Purple Fantasy.sky
If you like purple, you'll love this one! |
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| Raspberry and Lime.sky
Almost good enough to eat! |
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| Spectacular Blues.sky
Looks good with wispy, wheat coloured clouds |
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| Sunset Glow.sky
Soft oranges and reds make for a warming sunset sky |
||||||
| Arctic Horizon.sky
Just a thin sliver of light on the horizon |
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| Reds and Purples.sky
Purple sky with very hazy pinks and reds descending towards the land, peach flare around sun. Use with Golden Sun. |
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| Tropical Dawn.sky
Warm tropical hues and shades, golds and dusky orange haze at the horizon. |
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| Pale Pinks and Purples.sky
Purple sky with pale pinks, purplish-white glare around the sun. |
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| Blood Red Sky.sky
With apologies to U2. Just the sky to welcome the four lords of the Apocolypse. |
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| Cool Aqua.sky
Shades of aqua sky, slightly dusky amber horizon, whitish hazy sun. |
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| Silver and Steel.sky
Cool steel zenith, parchment horizon, colorless silvery ball of a sun. |
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| Hazy Pink and Gold.sky
Cool steel zenith, pinkish haze towards horizon, amber glow around the sun. |
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| Blue and Gold Sky.sky
Late dusk, warm and cool together. |
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| Mars Golden Sky.sky
Salmon pinks, oranges, greys and golds. |
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| Burnished Gold Sky.sky
Pale dusky colors at horizon, steely grey at zenith. |
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| UltraBlue Sky.sky
Serious blue with a touch of greyish-blue at the zentih. Does not react much to light sources. |
||||||
| Lunar Airless Sky.sky
Night or day, this is your basic black sky. No particulate matter to reflect or refract light. Boring. Perfect for airless bodies like the moon. |
||||||
| TechnoGreen.sky
CRT-Phosphor green halo around lights for that stylish techie look. |
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Starfields |
||||||
| Lone Tree Starfield.stf
Faint, multicolored stars from Jamie's Lone Tree project |
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| Simple Dots.stf
Small, very round soft dots. Use at low density to simulate planets or other solid orbital bodies. |
||||||
| Smilies.stf
Occasionally the universe smiles on you. This starfield creates a few tiny smiling faces in the sky. |
||||||
| Galaxies.stf
Large, colorful, sparse spiral galaxies. Combine with another simple starfield for best variety. |
||||||
| Twinkle.stf
A small splash of light. Useful for a different look. |
||||||
| Lucy in the Sky.stf
Lots of psychedelic brightly-colored diamond-shaped stars. Combine with one of the more sedate whitish starfields for best results. |
||||||
| Thin Diamonds.stf
Thin Diamond-shaped stars. |
||||||
| Big Diamonds.stf
Fat Diamond-shaped stars. |
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Terrain |
||||||
Area Terraffectors |
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| Terrain Lowerer.ata
Generalised area terraffector for lowering terrain to a set height Control exact height with the elevation field Control approach slopes with profile Based on Jamie's Unrock and Peaks terraffectors from the Lone Tree project |
||||||
| Moguls.ata
Medium sized (.75m high) moguls, spaced about 3m apart. Use with moderatewly hig-res terrain and fractal depth for best detail. |
||||||
| Face of Mars.ata
Make your own Face on Mars, or anywhere else! This area terraffector raises the terrain about 10m, but uses a carefully designed masking texture to only raise certain areas, forming the shape of a face (about 33m long and 23m wide). Requires moderately high-res terrain and fractal depth. To use this area terraffector, attach it to a vector enclosing a fairly large area, causing several faces to appear within the area (the face texture image is tiled). Adjust the Center X, Center Y and Z Rotation parameters in the Texture editor for the Terraffector's Elevation to position one of the faces where you want. Then, redigitize the containing vector to define an area enclosing only the face you wish to keep. Note: Face texture image is hand-drawn but inspired by original Face-on-Mars images from Viking. Any resembleance to popular nighttime television variety-show hosts is purely coincedental and not meant to imply they are from Mars. |
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| Smooth Abs Flattener 75m.ata
Flattens anything within vector area to a constant 75m. Has a 10m inside blending region. Elevation and profile can be adjusted. Flattened area has no roughness. |
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| Rough Abs Flattener 75m.ata
Flattens anything within vector area to a constant 75m. Has a 10m inside blending region. Elevation and profile can be adjusted. Flattened area has slight roughness. |
||||||
| Bunker 2.5m High.ata
2.5 meter-high earthern bunker. Needs rather hi-res terrain and terraffector resolution to be effective. |
||||||
| Terraced Pit.ata
40m deep pit wth sides terracced by four 10m high 5m wide steps. |
||||||
| Fissured Rock Outcrop.ata
More complex area terraffector using bitmapped image and fractal noise to create more sophisticated rock shapes. Raises terrain up to 8m. |
||||||
| Simple Rock Outcrop.ata
Simple multifractal-noise based area terraffector, raises terrain up to 8m. |
||||||
| Granite Rock Outcrop.ata
Another textured area terraffector using granite bitmapped image and fractal noise to create more sophisticated rock shapes. Raises terrain up to 8m. |
||||||
| Revert.ata
This high-priority, late-evaluation area terraffector causes regions within other area terraffectors to 'revert' back to their original elevation and roughness. Here, it is shown causing a circular area of the original DEM elevation within a different terrain-lowering area terraffector. Cannot alter linear terraffectors, use the linear terraffector version of Revert for that. |
||||||
| Smooth 5m Profile.ata
Gradually raises the terrain 5m over a 5m wide , with 0 roughness within effect area. |
||||||
| Rough 5m Profile.ata
Gradually raises the terrain 5m over a 5m wide , with full roughness within effect area. |
||||||
| Rough -5m Profile.ata
Gradually lowers the terrain 5m over a 5m wide , with full roughness within effect area. |
||||||
| Smooth -5m Profile.ata
Gradually lowers the terrain 5m over a 5m wide , setting roughness to 0 within effect area. |
||||||
| Smooth 10m Lowerer.ata
Abruptly lowers the terrain 10m, setting roughness to 0 within effect area. |
||||||
| Rough 10m Lowerer.ata
Abruptly lowers the terrain 10m, leaving original roughness. |
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Planet Options |
||||||
Terraffectors |
||||||
| Boulder Creek Bed.ter
Just a little stream bed about 5 feet deep and 40 feet wide. Works well for a mountain stream. |
||||||
| Big Muddy River Bed.ter
Big wide river with steep mud banks and sand bars |
||||||
| Small Stream.ter
Just a little stream bed about 5 feet deep and 40 feet wide. |
||||||
| Slough.ter
A slough, pronounced like slew, is a very shallow, sluggish stream. Often it is so shallow and slow that it becomes choked with cattails and reeds. Sloughs are common in farm country where they carry runoff irrigation water from the fields to the nearest stream. This terraffector could also be used for a shallow irregular stream bed. |
||||||
| Barge Canal.ter
Large canal suitable for transportation. Similar in size to the Delaware Canal of eastern Pennsylvania. Worn tow path on the bank could be made into a paved or gravel bike path for modern times. |
||||||
| Irrigation Canal.ter
Small canal common in arid regions for carrying irrigation water from the mountains out into farmland. Canals usually have very low gradients following the contours for dozens of miles from their upland origins. |
||||||
| 2LaneHighway.ter
This is a two Lane highway Based on Gary Huber's road texture. Road textures and shoulder foliage are applied using Ecosystems. Highway stripes are applied using textures in an Asphalt Ecosystem. This 3/7/01 version supercedes any other Components with anything like a "2 Lane Highway" name. Avoid using older versions, they do not use textures for the striping. |
||||||
| 2 Lane Highway.ter
This is a two Lane highway Based on Gary Huber's road texture. Road textures and shoulder foliage are applied using Ecosystems. Highway stripes are applied using textures in an Asphalt Ecosystem. This 3/7/01 version supercedes any other Components with anything like a "2 Lane Highway" name. Avoid using older versions, they do not use textures for the striping. |
||||||
| Rough 3m Berm.ter
Rough earthen berm, 3m high, 6m across. |
||||||
| Terraced Cut.ter
Found in mountainous areas. Used for cuts deep enough for rockfall and erosion to be problematic. 16m wide flat floor (wide enough to use with our 2 Lane Highway) with 2/3 ratio rough cuts of up to 20ft each, interspersed with flat 9ft wide debris-accumulation areas to arrest falling/eroding material. Tips for use with 2 Lane Highway component: Clone your highway vector, possibly multiple times. (WCS does not permit more than one of any type of component to be attached to the same vector). Delete portions of your cloned vectors, keeping only the sections that will require the terraced cut. Attach the Terraced Cut component to each separate section. Change the 'Evaluation Order' of the 2 Lane Highway component to '2'. Ensure 'Overlap' is on for your terraffectors. |
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| FootPrints.ter
Large 2m long footprints pressed 5cm into the ground. Use with high-res terrain and moderate fractal depth for crisp results. Because of texture stretching where vectors change direction, this works best when applied to a set of several vectors, each representing on seciton of a path, rather than one vector with all the segments combined. Demonstrates use of texture and raster image controlling a terraffector, and also exhibits the hitherto-impossible: a horizontally asymetrical terraffector! |
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| PawPrints.ter
Attach of the three-toed desert Yeti! Enormous 2m wide footprints pressed 15cm into the ground. Use with high-res terrain and moderate fractal depth for crisp results. Because of texture stretching where vectors change direction, this works best when applied to a set of several vectors, each representing on seciton of a path, rather than one vector with all the segments combined. Demonstrates use of texture and raster image controlling a terraffector, and also exhibits the hitherto-impossible: a horizontally asymetrical terraffector! |
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| Fissure 4m wide 20m deep.ter
4m Wide, 20m deep with rough walls and cracks in surrounding terrain extending out an additional 6m on each side. |
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| Asphalt Path.ter
5 foot wide black asphalt path. |
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| Cycle Track.ter
3in wide cycle track. Apply to a vector with tightly-spaced points to prevent texture 'tearing' at sharp turns. Use with hi-res terrain and high fractal depth or detail will be lost. |
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| Jeep Tracks.ter
Jeep tracks. 6in wide tracks, total footprint width of 4ft7in. Apply to a vector with tightly-spaced points to prevent texture 'tearing' at sharp turns. |
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| Tank Tracks.ter
M1 Abrams tank tracks. 25in wide tracks, total footprint width of 12ft. Apply to a vector with tightly-spaced points to prevent texture 'tearing' at sharp turns. |
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| Eroded Gully.ter
Gully, approx 2m wide, with few small rocky bumps in main stream bed, and rough eroded-looking banks. Use with very hi-res terrain and fractal depth or you won't get the true benefit of the minute detail in the terraffector. |
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| Concrete Aquaduct.ter
Uncovered cast concrete channel, suitable for directing water to thirsty destinations or diverting floodwaters. Floor is 5m deep and 10m wide, angled walls are each 5m wide. Expansion seams every 8m. |
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| Flagstone Path w Grass.ter
1m wide smooth flagstone path, with Sparse Small Grass ecosystem growing in cracks between pavers. Set relative to ground. Use with very high-res terrain. |
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| Railway US Standard Gauge.ter
United States Standard Gauge railway track. Rails are 4' 8 1/2" apart, on 8' long ties. Vector elevation should be desired height of tops of ties/ballast. Does not actually raise ties/rails above ballast level. Complex texturing creates ties, rails and grime streak down center of track. Cuts are made at very steep angles, fills are made at 2:3 slopes. Cuts and fills use a customizable Railway Cut/Fill ecosystem, currently tan bare dirt on shallow fill slopes, greyish rock for steeper cuts. |
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| Railway 36in Narrow Gauge.ter
36" Narrow Gauge railway track. Rails are 36 inches apart, on 6' long ties. Vector elevation should be desired height of tops of ties/ballast. Does not actually raise ties/rails above ballast level. Complex texturing creates ties, rails and grime streak down center of track. Cuts are made at very steep angles, fills are made at 2:3 slopes. Cuts and fills use a customizable Railway Cut/Fill ecosystem, currently tan bare dirt on shallow fill slopes, greyish rock for steeper cuts. |
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| Railway 24in Narrow Gauge.ter
24" Narrow Gauge railway track. Rails are 24 inches apart, on 4' long ties. Vector elevation should be desired height of tops of ties/ballast. Does not actually raise ties/rails above ballast level. Complex texturing creates ties, rails and grime streak down center of track. Cuts are made at very steep angles, fills are made at 2:3 slopes. Cuts and fills use a customizable Railway Cut/Fill ecosystem, currently tan bare dirt on shallow fill slopes, greyish rock for steeper cuts. |
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| Railway 1m Gauge.ter
1m Gauge European railway track. Rails are 1m apart, on 2m long ties. Vector elevation should be desired height of tops of ties/ballast. Does not actually raise ties/rails above ballast level. Complex texturing creates ties, rails and grime streak down center of track. Cuts are made at very steep angles, fills are made at 2:3 slopes. Cuts and fills use a customizable Railway Cut/Fill ecosystem, currently tan bare dirt on shallow fill slopes, greyish rock for steeper cuts. |
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| Parking Lot Access Lane.ter
Approximately 10ft wide asphalt strip. Use for cutting unstriped lanes and areas into parking lots made with Parking Spaces components. |
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| Jersey Median Barrier.ter
Industry standard median barrier. 28" tall, 31.5" wide at base, 5 5/8" wide at top, cast concrete. Casting lines every 20ft. Use only with very hi-res terrain models. |
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| GrowingRoute.ter
Classic 'Growing Route' effect. Attach to a vector and animate the "Offset (m)" parameter in Texture editor for the Diffuse Color of the "Growing Route" Ecosystem. Start the offset at 0, and animate it up to the negative length of your vector to cause the black-red dotted line to grow along the length of your vector. For example, if your vector is 10Km long, set the offset to 0 at the start of the animation, and -10Km at the end. |
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| 15m Blast Crater.ter
15m diameter blast crater. Use with vectors set to point style. |
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| 30m Blast Crater.ter
30m diameter blast crater. Use with vectors set to point style. |
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| StepStone 1m.ter
Small (1m diameter) stepping stones at the elevation of your vector's points. Make sure to set the attached vector to 'point' style. Only useful with small, very-high resolution terrain models (.1m or finer cell sizes). If used with a lake, make sure your beach height is lower than your stepstone height above water, or stepstones will be covered with beach material. Use the Even Spacing button in the Smooth section of the Vector Editor to ensure constant point spacing in your vector. |
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| Foxhole-Trench 2mW 2.5m D.ter
Creates 2m wide 2.5m deep foxholes or trenches. Attach to a vector set to 'point' style to create individual round foxholes. Attach to a vector set to 'solid' style to make connected tranches. |
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| Foxhole-Trench 2mW 1.5m D.ter
Creates 2m wide 1.5m deep foxholes or trenches. Attach to a vector set to 'point' style to create individual round foxholes. Attach to a vector set to 'solid' style to make connected tranches. |
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| Smooth 3m Berm.ter
Smooth earthen berm, 3m high, 6m across. |
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| Pyramid.ter
Create your own royal tombs with this ready-made pyramid builder. Attach to a square or rectangular vector. Sides are sloped at 45 degrees. Terraffector is defined up to 30m radius, so it can be used to create pyramids up to 30m high and 60m across at the widest. Another tricky asymmetrical terraffector. Note: small blemishs may occur in the area where the line's beginning and ending meet (see far corner of thumbnail). |
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| FlowingLava.ter
12m wide river of flowing laval, cooling and cracking, with glowing magma still visible in the cracks. Texture moves at 25cm/second, adjustable in texture editor. If it moves the opposite direction that you need, negate the value in the Y Velocity of the F2 Cell basis in the FlowingLava Ecosystem's FlowLava material's Diffuse Color. |
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| UFOCropCircle.ter
Suspicious rings of standing and flattened corn. Originally by Gary Huber, from the V4 SampleEffects project. |
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| Unstriped Urban Street.ter
20ft wide asphalt street with 4ft wide concrete sidewalks. Striping disabled. Automatically resolves intersections. |
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| Jersey Median Barrier Tall.ter
Industry standard median barrier. 50" tall, 23 5/8" wide at base, 5 5/8" wide at top, cast concrete. Casting lines every 20ft. Use only with very hi-res terrain models. |
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| Wall 1m Stone.ter
1m tall, 24 inch thick wall made of rectangular cut sandstone blocks. |
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| Wall 1m FieldStone.ter
1m tall, 24 inch thick wall made of irregular cut stones. |
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| Worn 2 Lane Highway.ter
2 Lane highway Based on Gary Huber's road texture, with imperfect striping and dark cracks running through the asphalt. |
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| Urban Street Stripe Eraser.ter
Late-evaluating terraffector lays down a 2m wide (1m radius) band of unstriped asphalt, useful for covering striping in intersections and anywhere else it is undesirable. Roughness is set to 0, just like Basic Urban Street. Does not alter elevation. |
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| Basic Driveway.ter
12ft wide driveway, interacts properly with Basic Urban Street component. Elevation if 10cm above vector. To use, apply street component first, then create or edit driveway vector so that the street endpoint is at the elevation of the street pavement surface. |
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| Basic Urban Street.ter
20ft wide asphalt street with 4ft wide concrete sidewalks. Single white dashed striping down the center of the street. Automatically resolves intersections. |
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| Revert.ter
This high-priority 10m radius linear terraffector is capable of reverting or 'undoing' the effects of other terraffectors. It will return the terrain to the original elevation, roughness and ecosystem it had prior to the application of other linear terraffectors. (Will not under the effects of area terraffectors, use the Area version of Revert for that.) |
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| Road-TwoLane.ter
This is a two Lane highway Based on Gary Huber's road texture. Road textures and shoulder foliage are applied using Ecosystems. Highway stripes are applied using textures in an Asphalt Ecosystem. This 3/7/01 version supercedes any other Components with anything like a "2 Lane Highway" name. Avoid using older versions, they do not use textures for the striping. |
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Terrain Gridders |
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Terrain Parameters |
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Water |
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Lakes |
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| Ocean.lak
This Lake surface features large swells, roughness texturing for wave detail, specularity, and texture-based foam color and coverage. You may need to adjust the water material's Difuse Color texture, which changes the color of the surface based on water depth. It is set to go from yellow beach to blue water to black over range of zero to 80 meter water depth. If your water is too black in the deep areas, increase the Input High value in the Texture Editor for the Diffuse Color's texture. If the water is too blue in the deep areas, decrease the Input High vallue. To keep beaches from becoming too white, beach specularity is set much lower in this component than in the original LoneTree Ocean component I made. Because it can cause problems in projects with sharp bathemtry, there is no phase texture enabled in this version, but it is set up if you want to use it. If you wish, you can enable texture-delayed phase based on water depth to curve the surf around the shoreline or rocks in the water. To do so, edit the "Ocean Waves" Wave Model in the Wave Model Editor and enable the Phase Texture for the wave source on the Sources page. |
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| RMNP Ocean.lak
Animated waves and reflectivity that match the season changes in the RMNP demo Project. Waves get bigger and reflectivity falls off as winter approaches. suitable for a large lake or ocean, the wave lengths amplitudes are too extreme for a small pond. |
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| Grand Canyon Ocean.lak
Dark and deep. As seen in the Grand Canyon Project. Waves are already attached in this Component. |
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| Lone Tree Ocean.lak
This lake surface features large swells with texture-delayed phase based on water depth to curve the surf around the shoreline or rocks in the water. It also has roughness texturing for wave detail, specularity, and texture-based foam color and coverage. |
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| ShadowCliffs Ocean.lak
Lake effect from Shadow Cliffs project |
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| Ice Lake with Boulders.lak
Mountain lake in winter. Ice covers this lake. Cattails and boulders rim the shore. This component is ideal for animation. There is a flower and grass Foliage Group in the shoreline Ecotypes which can have its height animated upward as the ice component of the lake is diminished. Voila - springtime in the Rockies! |
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| Melting Ice Lake w Boulders.lak
Mountain lake in springtime. Ice is melting leaving sparkling cold water behind. Cattails and boulders rim the shore. Small ripples and waves created where a stream enters the lake can be repositioned for best effect in your project. This component is ideal for animation. There is a flower and grass Foliage Group in the shoreline Ecotypes which can have its height animated upward as the ice component of the lake is diminished. Voila - springtime in the Rockies! Additional flowers and boulders are disabled in deeper water materials but could be enabled if you had a shallow lake and wanted a marshier effect. |
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| Mountain Lake with Boulders.lak
Mountain lake in summer. Cattails, flowers and boulders rim the shore. Small ripples and waves created where a stream enters the lake can be repositioned for best effect in your project. Additional flowers and boulders are disabled in deeper water materials but could be enabled if you had a shallow lake and wanted a marshier effect. |
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| Pond.lak
Built from Jamie's Ocean component, I've added many layers of bitmap and procedural texturing to make a shallow gravel lakebottom, some pond scum in the shallow areas, and lily pads in the deeper areas. The lillies and gravel are different layers in the diffuse color and can be switched off independently. The scum is made with the foam color/coverage and can also be removed. |
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Streams |
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| Boulder Creek.str
Mountain torrent, bankfull from spring runoff. Boulders in the creek bed and along the bank are 3D objects placed as part of the beach materials. Waves are animated and give the illusion of water flow. |
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| Small Stream.str
A nice gentle little stream with some catails on the banks. Stream is about 40 feet wide. |
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| Big Muddy River.str
Big wide river with cattails and grasses populating the sand bars and banks. |
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| Slough.str
A slough, pronounced like slew, is a very shallow, sluggish stream. Often it is so shallow and slow that it becomes choked with cattails and reeds. Sloughs are common in farm country where they carry runoff irrigation water from the fields to the nearest stream. |
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| Barge Canal.str
Large canal suitable for transportation. Similar in size to the Delaware Canal of eastern Pennsylvania. |
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| Irrigation Canal.str
Small canal common in arid regions for carrying irrigation water from the mountains out into farmland. Canals usually have very low gradients following the contours for dozens of miles from their upland origins. |
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| Quiet Stream with Grass.str
A quiet little stream with banks of grass that spread out into the shallow water. Clumps of grass are controlled by foliage group height and density textures. The grass images should be replaced with more and higher resolution images for better closeups. |
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| Whitewater Stream.str
A stream with water materials that change as the vector's slope changes. Steeper slopes select water materials with more whitewater. For each water material, the water color also changes with water depth. The beach also changes materials, from sand to rock to steep rock, based on terrain slope. |
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Wave Models |
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| RMNP Waves.wve
Animated wave amplitudes vary height with the seasons over this 600 frame animation. The waves are rather large suitable for a big lake or ocean |
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| Grand Canyon Waves.wve
As seen in Grand Canyon Project. Large waves suitable for distant viewing on large bodies of water. |
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| Generic Waves.wve
A single Wave Source modulated by an Amplitude Texture of F1 Cell Basis. Feel free to adjust the Amplitude (currently .5m), Wave Length (currently 30m) and Velocity (currently .5 meters/sec) of the Wave Source appropriately for your Lake or Stream. |
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| ShadowCliffs Waves.wve
Wave model from Shadow Cliffs project |
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| Pagoda Waves.wve
Gentle swells make for serene lake scenes. Taken from the v4 Pagoda project that led to the cover image |
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