Getting Started
with VNS 2 Part 3D.
Terrain Basics
72. Open the TG Planimetric
view.
73. Suppose you want to make
changes to the terrain, but something more painterly and permanent
than a Terraffector or Area Terraffector. That's where the new
DEM Painter comes in. We could jump right to the DEM Painter
window by selecting the DEM in the Database Editor and selecting Paint. Let's first look at
the new DEM
Editor by clicking the Edit button or double-clicking
the terrain in the camera view.
74. This is the new DEM Editor. The Elevations page lists the
elevation of all vertices in the DEM.
75. Zoom in a few notches with
3 taps of the + key and click on the cliff top left of the target.
76. The DEM Editor takes you right to the nearest terrain grid vertex.
77. Change the value here and
at the surrounding 8 vertices to 75 meters.
78. Go to the File page
and Save DEM to File.
79. Confirm that you understand
the ramifications of your choice; there is no undo once you overwrite
the DEM.
80. The realtime TG Camera
view will refresh with your changes.
81. Return the camera to its
default position and save the project.
82. Select DEM Painter and you'll see a grayscale plan view of the Groovy
DEM.
83. Let's add some ridges to
the mesa top. Select the Paint tool from the Tools palette.
84. Show Brushes and select the soft edged one
at the bottom of the left column.
85. Show Options and reduce the Opacity
to 50%. This is the strength of the paint effect, with
100% being full and 0% being none.
86. Show Elevations and increase the Foreground elevation
to 100m. This is the maximum value of the paint effect.
87. Select the Preview
checkbox to watch painting in realtime views.
88. Click and drag to raise terrain.
If you make a mistake, use the Undo
button. If you drag across a canyon, some of the underlying topography
is preserved with the lower Opacity. Full Opacity would have
raised everything under the brush to 100 meters.
89. You can also paint directly
on a realtime view. The DEM Painter window may hide behind the
DEM Editor. If you want to see it while you're painting, bring
it forward with the Window menu item and move it to another
matrix quad.
90. When you're done, Save
the DEM to disk .
91. Once again, VNS will give
you options for overwriting the existing DEM or creating a new
one. Choose Overwrite.
92. Realtime views will reflect
the painted changes.
93. If you're curious to see
what the new terrain looks like, save the project and render
a preview. This is a very simple application of the DEM Painter.
Read more about in the Interactive Reference Manual and experiment on your own.
94. One of the reasons that VNS
can render large terrain in a reasonable amount of time is that
it renders the terrain surface differently than traditional 3D
programs render 3D surfaces. To see this, we'll need to get a
closer look at the terrain.
95. Open the TG Planimetric
Camera View
Preferences and change
the view Width to 10 meters.
96. Render a preview. Here we
see terrain polygons rendered at a Fractal Depth of 0,
the default.
97. Bring the Database Editor forward and turn to the Extent
page. Each Grid Cell is 3.3 meters on a side.
98. At a Fractal Depth
of 0, each grid cell is rendered as 2 polygons,
which we can see clearly in the preview render.
99. Open the Terrain Parameter Editor and increase the Maximum Fractal
Depth to 1.
100. Close out the DEM Painter and DEM Editor. Open another TG Planimetric camera view
in the upper left quad.
101. Render a preview.
102. With each increase in
Fractal Depth value, each polygon is further divided into
4 polygons.
103. Vertices shift vertically
according to the Vertical Displacement percentage and
horizontally if Horizontal Displacement is checked. Increase
the Maximum Fractal Depth to 7, the highest value.
104. Render a preview.
105. Each original polygon in
the right camera view has now been rendered as more than 16,000
polygons, each only a few centimeters on a side. The increase
in apparent detail is significant. The key word here is apparent.
We have not increased actual terrain detail. The original grid
polygon edges are still there, we've just made them less obvious.
106. Now that we know what Fractal
Depth is, let's talk about the 3 ways of rendering it. In the
Terrain
Parameter Editor, the default Fractal Depth method is
Variable. This renders near polygons at a higher Fractal
Depth, where we can see them, and decreases Fractal Depth with
distance. Variable Fractal Depth is a good choice for
still images. Constant Fractal Depth renders the
same Fractal Depth everywhere, which will significantly increase
render time. Fractal Maps are Variable Fractal Depth for
animations. When Fractal Depth Maps are created, VNS maps near
and far polygons along active camera paths.
107. While we're talking about
terrain detail, let's look at bump mapping. Bump mapping can
be applied to the terrain via a Ground Effect. It can
increase the realism of the terrain surface while hiding unsightly
polygons.
108. Go to the Land Cover
Task Mode and open the Ground Editor to
the Material page. At the bottom of the Selected Material
Ground Overlay section are two bump map parameters, Bump Intensity
and Bump Map Texture.
109. Select Texture Operations
beside Bump Map Texture and Create Texture.
110. The default texture is Fractal
Noise with a Size of 1 meter along the X,
Y, and Z axes.
111. Render a right view preview
and let's see what it looks like. Even with just the default
texture, polygon edges are less visible and the terrain looks
more like ground.
112. Increase the Bump Intensity
to 500%.
113. Render the right preview.
Polygons are almost entirely gone.
114. Go back to the Terrain Parameter Editor and change the Maximum Fractal Depth
to 0
115. Render the right preview
again. The low Fractal Depth preview rendered faster and we still
can't see any polygons. In fact, the fast rendering bump preview
looks better than the long rendering high Fractal Depth version
we made earlier.
116. Go back to the Ground Editor and disable the Bump Map Texture.
117. Render the left view preview.
There's little difference in render times, but a world of difference
in whether the terrain looks like a computer generated 3D surface
or real terrain.
|

.
.
.
.
.
.
.
.
.
. |

3DNature LLC
5740 Olde Wadsworth, Suite C, Arvada, Colorado, USA 80002
Voice: (303) 659-4028
Fax: (303) 425-1364
wcsinfo@3dnature.com |
|
|