with WCS 6 Part 8A.
Sky & Clouds
1. Open the YNP7 project.
As long as we have the Cabin High view here, let's add
a morning fog to the valley.
2. Go to the Light Task Mode,
expand the Lights, and open the YNP Sun Light Editor. Go to the Position &
Orientation page and Set Position by Time.
3. Change the time to 9 AM.
4. Change to the Sky Task
Mode and expand Atmospheres. Add a default type.
5. Name it Fog.
6. Go to the Haze & Fog
page, disable the Haze, and enable the Fog. You
may remember that the Lake elevation was a little less than 2100
meters and the cabins were at about 2300 meters. If you're not
sure, make a preview render and use the Diagnostic Data window
to refresh your memory. To have the fog start just below the
bluff, enter 2300 meters into the High field. Enter
2100 meters in the Low Elevation field. Leave the
Low Elevation Intensity at 100% to cover the valley floor in
7. Save the project as YNP8
and render a preview.
8. For a lighter fog showing
the lake, enter a Low Elevation Intensity of 50%.
9. Render a preview.
10. Go to the General
page and disable the Component to prevent the fog showing
up unwanted in later renders.
11. We need a scenic view of
the lake, so go to the Render Task Mode. Select the Cameras
category and Add Component from Gallery.
12. Load the Lake Sky
13. Do not scale the Camera's
position to the current DEM bounds.
14. Open the Camera in the upper
left view. Save the project and render a preview.
15. Bring the Light Editor forward.
16. Change its position back
to 2 PM.
17. Save the project and render
18. Let's create a version of
the lake with smooth water for reflections of the sky. Go to
the Water Task Mode and expand the Lakes category.
Clone the Lake Component.
19. Name it Lake Smooth.
20. Go to the Water Material
page and open the Waves tab. Reduce the Added Roughness
to 0 meters.
21. Select the Deep Water
Material and change its Added Roughness to 0 meters.
22. We need to attach the Lake
Vector to this new lake, but if we do, it will no longer
be attached to the original Lake. Expand the Lake Component
in the Scene-At-A-Glance.
23. Double-click the Lake
Vector to open its Editor. Select the Create Copy
24. Name it the copy Lake
25. Click, drag, and drop the
Lake Smooth Vector on the Lake Smooth Lake. Confirm
26. WCS will warn you that the
vector is already attached to a Lake Component. A vector can
only be attached to one Component in a category, so attaching
it to Lake Smooth will detach it from the original Lake. That's
what we want, so select Yes.
27. Expand the Lake Smooth
Component and there we see our Lake Smooth Vector.
28. Disable the original Lake
29. Save the project and render
30. With the water smoothed out,
we don't need the extra Fractal Depth we were using to render
water surface detail. Go to the lower Scene-At-A-Glance and open the Terrain Parameter Editor.
31. Decrease the Maximum Fractal
Depth to 0. This will speed renders and we won't lose
any noticeable detail in preview renders.
32. We're looking northeast in
the Lake Sky view. Let's make the blue sky a bit bluer
to bring out the clouds we're going to add. We don't need to
render the terrain and water as we preview sky changes. Open
the popup menu and select Render Options > Terrain
> Terrain. This will disable terrain rendering.
33. Save the project and render
34. Go to the Sky Task Mode
and expand the Skies category. Open the YNP Sky
35. Rename it Blue.
36. Go to the Color Gradients
page. The Color Gradient allows us to control color and blending
from the Zenith directly overhead, through the Horizon,
and down to the Nadir.
37. Open the Color Editor for the leftmost blue color. Decrease
the Value or Intensity to darken the blue.
38. Render a preview.
39. Let's reduce the amount of
white near the horizon. Select and drag the white color pin to
the right to around a 60% position in the gradient.
40. Save the project and render
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