Getting Started
with VNS 2 Part 7B.
Roads & Buildings
30. Move to the 2 Lane Highway
Component. On the Elevation page, elevation is Relative
to Vector Elevation.
31. Edit Cross-section profile.
The centerline of the road starts at the vector elevation, at
0 meters. The associated Asphalt Ecosystem renders
left of the point. The next point is about 2.7 meters away from
the centerline and slightly lower. It also has the Asphalt
Ecosystem, so it renders Asphalt between this point and the first
point. The third point renders Asphalt to the second point. Gravel
comes next. Then ShortGrass. Last is TallGrass
with some Ecosystem Mixing to blend the TallGrass with the surrounding
Ecosystem. At about 7.6 meters the Terraffector stops and the
approach slope takes over.
32. Go to the Approach Slope
page. Cut and Fill control how the Terraffector
changes the terrain between the edge of the Terraffector and
the Total Effect Radius distance.
33. Change the Cut to
a 50% slope.
34. Save the project and render
a preview. This gives us a more realistic drainage trench along
this section of highway.
35. We can't have a highway just
end without warning, so let's add one. We'll use a Wall,
another useful VNS feature in the 3D Object Task Mode.
Add a default Wall; we'll use the Dead End vector
to control it.
36. Name it End of the Road.
37. Copy the Dead End vector
to End of the Road Wall.
38. Make the Height Relative
to Ground Elevation. Increase Panel Top Height
to 3 meters.
39. Go to the Panel Material
page and create a Diffuse Color Texture.
40. Choose the Stripes
Element and View From the South.
41. Change the left pin color
to white.
42. Change the right pin color
to red.
43. Rotate the texture
45° around the Y axis to complete the warning
barrier texture. Close the Texture Editor.
44. Save the project and render
a preview. This is a simple application of a very powerful tool.
For a look at using Walls to raise city buildings, explore the
NYC project in the Demos folder.
45. Switch to realtime mode and
you'll see that VNS now supports OpenGL Wall preview. Open the
Cabin Plan view.
46. Let's add the loop drive
to the development. Go to the Terrain Task Mode, select
Terraffectors, and Add Component from Gallery.
Load Dirt Road from the Component Gallery.
47. Go with the default Ecosystem
Elevation scaling option.
48. Add the Cabin Road
vector to the Dirt Road Terraffector and confirm.
49. Save the project and render
a Cabin Plan preview.
50. All we have left are the
cabins. Go to the 3D Object Task Mode, select 3D Objects,
and Add Component from Gallery.
51.Go to the Building
page in the Component
Gallery and load the
Log Cabin.
52. We're going to use a vector
to position the cabins, so answer No when asked if you
want to center the cabin's position in the current DEM bounds.
53. Add the Cabins vector
to the Log Cabin 3D Object.
54. Use the Cabins vector
for Position.
55. Switch to a realtime Cabin
Plan view and zoom in a notch. Select Walls in the Scene-At-A-Glance to deactivate the 3D Objects and make
them easier to see.
56. There will be a noticeable
delay because the cabins are set to Preview Detail, which
can slow response when several high polygon count 3D Objects
are in view. Once we get them aligned, we can switch to the lower
quality Preview Box setting.
57. All the cabins have the same
odd heading. Go to the Size & Position page and select
Rotate. The cabins have Rotate Y (Heading) value
of -19°. Change it to 90°.
58. The cabins are now all facing
west.
59. Another great time saving
feature in VNS is 3D Object Alignment, which makes housing
developments like this quick to set up. Go to the Align
page and select Align Heading to Vector.
60. The cabins will align to
their placement vector by default.
61. Select Align to this Vector
in the Vector section and pick the Cabin Road from the
dropdown list.
62. The cabins are now aligned
to the Cabin Road.
63. Save the project and render
a preview.
64. We're done building cabins,
so switch back to realtime, and open the Road view.
65. Render a preview. The dirt
road is spilling onto the highway, as dirt roads will. Let's
clean it up.
66. Bring up the Dirt Road
Terraffector
Editor and turn to the
General page. By default, the roads are set to Overlap.
They have the same Priority, which allows them to overlap
and render.
67. Increase the 2 Lane Highway
Evaluation Order to 2 to have it render over the Dirt
Road in the overlap area. Read more about Priority and Evaluation
Order in the Interactive
Reference Manual. They're
very useful but not necessarily intuitive the first time around.
68. Save the project and render
a preview.
69. Switch back to realtime mode.
Go to the 3D
Object Editor General
page and change the Preview to Box. That should speed
up operations a bit.
70. Open the Cabin Final
view.
71. Save the project and render
a preview.
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