Getting Started
with VNS 2 Part 4B.
Draping Images on Terrain
26. Switch the Main view
back to realtime mode.
27. Depress the space bar to
manipulate the camera and activate Rotate Mode . By default, camera rotation
is allowed around all axes so Heading ,
Pitch , and Bank
are enabled. All we're going
to do is pitch the camera down. Disable Heading
and Bank to keep from accidentally rotating the camera
in those directions.
28. Pitch the camera view down
to see just terrain. The axes we disabled will stay disabled
as we switch to the Move and Zoom modes, so keep
that in mind when you manipulate the camera later on.
29. To create a camera path for
the Main Camera, activate it in the Plan
view and select Create.
30. The Create window
will confirm that we're creating a new path for the camera Main.
31. Let's say we want to check
the Camera
Editor while we're digitizing
the path. Open the Main view popup menu and select
Edit View's Camera.
32. Go to the Position &
Orientation page.
33. We can retrieve the Create
window, and any hidden window, by going up to the Window
menu item and selecting the window we're looking for.
34. The default Create
window settings depend on the type of vector being digitized.
35. On the Mouse page,
we're set to draw in the Single mode, with one point for
each mouse click.
36. Conform defaults to
Small Plane, with matching Elevation, Smoothing,
Point Space and Speed settings. Increase the Elevation
to 10,000 meters and the Speed to 600 m/s.
37. Left-click a starting
point at the west end of this canyon, left-click again
where it meets the canyon coming up from the south, and right-click
to finish.
38. The Input Request box gives us the time of the flight path based
on the Create parameters. Confirm the length and save the project.
39. Play the animation. The Main
Camera is targeted so it follows the target as it moves along
its path.
40. Stop the animation and return
to frame 0.
41. Go to the Camera Editor General page.
Change the Camera Type to Align to Path.
42. Play the animation.
43. The Main Camera is
aligned to its flight path but the pitch is a little off. Go
to the Position & Orientation page and change it to
60°. Go back to time 0 and play the animation.
44. Save the project and render
a preview.
45. Let's try to reduce the visible
polygons in the cliffs by increasing the Fractal Depth. Slide
down the lower Scene-At-A-Glance pane and open the Terrain Parameter Editor.
46. Increase the Maximum Fractal
Depth to 3.
47. Save the project, and render
another preview.
48. Increase the Maximum Fractal
Depth to 5.
49. Render again.
50. It doesn't look like Fractal
Depth is the problem, so drop the Maximum Fractal Depth back
to 0. The terrain resolution isn't good enough to give
us terrain detail at this elevation, but that's easy enough to
fix.
51. Go to the Database Editor and disable the YNP-100m DEM.
52. Select one of the YNP-10m
tiles, select the 10m Layer, and Enable.
53. The realtime Plan
view will refresh white because the resolution based overlay
image is now out of date.
54. Open the View Preferences to the Overlay/Gradient page.
Regenerate the Ecosystem Map.
55. Save the project and render
a Main Camera preview.
56. The 100-meter terrain render
took about 5 seconds at Fractal Depth 0. The 10-meter DEMs required
more than a minute to render the same view, but they give us
much better looking terrain. The final animation, YNPCM.mov,
is in the animation folder on the Tutorial 2 CD.
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