NLCD Template Use |
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In this part of the tutorial, we are going to extend the changes we made in the second part to include the whole of our 1m orthophoto, while leaving the generic texturing elsewhere. We are also going to take a quick look at enhancing the changes with the addition of walls for major buildings and then embed those changes in our project so as to prevent the original NLCD template texturing from taking precedence the next time our Rhode Island project is loaded. 1. Run VNS and select File>New from the main menu. Call your new project NLCDTutorial3 and click the Clone an Existing Project checkbox to select it. 2. Click the browse
file button
3. Click Create & Save and your project file will be created in it's own folder. When prompted to import data, click No. 4. Open the database
editor by clicking on it's button 5. In the database
editor, select the vector named Foreground Urban and click the
Disable button 6. Close the Database
Editor and click the Land Cover Task Mode button 7. Double click on the NLCD 21 Low Intensity Residential (Templated) ecosystem to open it's editor. 8. Click on the Material & Foliage tab. 9. Click on the
Texture Operations button 10. The texture editor should open and display the generic texture assigned to this ecosystem. You will see that tiling is enabled to make sure that this texture, although small will appear everywhere that the NLCD color map defines NLCD cover type 21. 11. Click the Add
Texture Element button 12. Make sure the Fractal Noise texture is selected, click on the Selected Element drop down list, and select Planar Image. 13. Click on the Selected Image drop down list (currently empty) and locate 1240.jpg - the georeferenced orthophoto that we loaded in the previous tutorial. Click the Georeferenced Image checkbox to select it. 14. We want our generic texturing to show wherever the orthophoto is not, so also click on the Self Opacity checkbox to select it. This will have the effect of making the orthophoto layer transparent wherever there is no image data. 15. Your texture editor settings should look like this when you have finished:
Don't be concerned by the fact that the Element and Children preview is not showing texturing, while the Root and Children preview is. This is because the Aerial Photograph is georeferenced and is not positioned centrally in the preview window - this allows the generic texturing to show throughout the Root and Children preview window. 14. Close the texture
editor. Click on the Texture Operations button 15. Click on the
Texture Operations button
16. This should make sure that our color and bump textures both have the same information. Otherwise, the bump map would be defined by the generic texturing everywhere, even though the color was coming from the orthophoto in some places. 17. Repeat steps 8-16 for the NLCD 22 High Intensity Residential (Templated) and NLCD 23 Commercial Industrial Transportation (Templated) ecosystems. When finished, all three of the urban-type ecosystems will contain orthophoto information where we have provided it, and generic texturing where it is absent. 18. Select the NLCDTutorial2 Camera view. Hit F9 to do a test render. You should see something like this:
Can you see where the Orthophoto ends and the generic texturing begins? 19. Select the
Render Task Mode button 20. Click on the
Add New Component button 21. Right click in an empty matrix cell select View>NLCDTutorial3 Planimetric from the popup menu. Do a preview render and you should see the following:
I'll give you a hint - the orthophoto area is right in the center of the image, but it is virtually impossible to see where it starts and the generic texturing ends. 22. One more change to make and then we are going to finish our project by saving it as a version with modified texturing embedded. Let's return to the NLCDTutorial1 Camera view and add some warehouses where they are clearly visible in the bottom right of the view. For this, we are going to use the Walls feature of VNS. Walls need to be defined by vectors - we can digitize these vectors by hand, in one of 3 ways:
The first method is the least accurate, and I would advise you to use one of the other two for most hand-digitizing of vectors. The last option is a little known feature of VNS and only works when the image is georeferenced (as ours is). The other way of creating these vectors would be to import them through the import wizard. In order to save time (and because vector digitizing is not the focus of this tutorial) the vector files for the warehouses have already been provided for you on your CD in the form of Arc Shapefiles. In addition, the elevation of the vector points has been added as an Elevation attribute to these files, allowing you to easily position them at the correct height above the ground. 24. Select File>Import Wizard from the main menu. 25. When the file requester appears, locate the Warehouses.shp file on your CD. It should be in a folder called Support Files. Select any one of the 3 shapefile files: Warehouses.shp, Warehouses.dbf or Warehouses.shx and click Open. 26. The import wizard should run and inform you that the file 'Warehouses.shp' was identified as an Arc Shapefile. Click Next and click on the Render Enabled checkbox to deselect it. We only want these vectors to place the walls of our warehouses, we don't want them to render. 27. Click Next twice and the import wizard will prompt you for which coordinate system to use. It will draw this information from the shapefiles and use Custom. This is in fact the Coordinate system that was setup when we imported our USGS DEMs, and is based around WGS 72. Close the Coordinate System editor and click Next. 28. On the next page of the wizard, all you want to leave selected are the 3 checkboxes marked Positive E Longitude, Assign Elevations from an Attribute Field, and Load Attributes. Click Import. 29. The wizard will prompt you to select which attribute fields we would like to import. Select Elevation and click OK. 30. The wizard will then prompt you to select from which attribute field we would like to read our elevation values - again select Elevation, and click OK. 31. The shapefiles should load, and you should see a number of vectors appear in the bottom right foreground of the NLCDTutorial2 Camera view. 32. Now we just need to attach those vectors to our wall, and we should have some warehouses! To save some time, a pre-built Wall component suitable for our needs has been provided on the CD. Like the camera components we have already loaded, it should have been installed to your WCSContent: folder. 33. Click on the
3D Object Task Mode 34. The Component Gallery should open and you should see a Walls component labeledWarehouses. Double click on it to load it into our project. Click OK when informed that the component has loaded properly, and close the Walls Editor. 35. Now we have to attach the vectors we imported earlier to the Walls component we have just loaded, and the job is done. The easiest way of attaching multiple vectors to an effect is either by using search queries and dynamic linkage, or, as we shall do in this case, hard linking the vectors to the effect through the Component Library. 36. Click on the
Component Library button 37. In the Database Editor, click and drag to select all the warehouse vectors. In the Component Library, scroll down in the Current Project Components list until you find our wall component. It should be listed between Environments and Foliage Effects. Click on it to select it. 38. Click on the
Attach button 39. Select the NLCDTutorial2 Camera View and render a preview. You should see something like this:
Great stuff! I think you will agree that our project has really progressed from our initial generic renderings, and that the techniques used to reach this point have not exactly been rocket science! All that remains for use to do is to embed the changes we have made into our project file, so that on future reloads, the template ecosystems to not take precedence over our texture changes. 40. If necessary,
click on the Land Cover Task Mode button 41. Double click on the NLCD 21 Low Intensity Residential (Templated) ecosystem to open it's editor. 42. Click the Embed
Templated Component into Project button 43. When warned that the button will disappear if you proceed with the embedding, click OK. As predicted, the button disappears, and the name of our component changes from NLCD 21 Low Intensity Residential (Templated) to NLCD 21 Low Intensity Residential. 44. Click the Next
Component of Same Type button 45. Click the Embed
Templated Component into Project button 46. When warned that the button will disappear if you proceed with the embedding, click OK. As predicted, the button disappears, and the name of our component changes from NLCD 22 High Intensity Residential (Templated) to NLCD 22 High Intensity Residential. 47. Click the Next
Component of Same Type button 48. Click the Embed
Templated Component into Project button 49. When warned that the button will disappear if you proceed with the embedding, click OK. As predicted, the button disappears, and the name of our component changes from NLCD 23 Commercial Industrial Transportation (Templated) to NLCD 23 Commercial Industrial Transportation. 50. Save your project. Close VNS and reopen it, then load your resaved NLCDTutorial3.proj file. You should notice that the urban ecosystems have retained the changes we made to texturing and the like, while the other ecosystems are being loaded from the template project file. This allows us to create a series of projects using the NLCD template, but furnish each one with area-specific data that we may have. This gives us the best combination of speed and ease of use, allowing visualizations to be created much faster and more simply than before. That just about wraps it up for this tutorial series. However there is one issue that needs to be noted: We have been using the Rhode Island dataset, since it is the smallest. Some of the other images are very large indeed - the GeoTIFF for Colorado is 345Mb in size! What if you only wanted to visualize a very small area of Colorado? The memory overhead of using the NLCD colormap for the whole of Colorado would be prohibitive. In the final part of the tutorial therefore, it is important that we look at ways in which you can edit the files to use only that section you want, whilst not losing the embedded georeferencing information. |