Getting Started with WCS 6 Part 7A. Roads & Buildings


1. Now it's time to add a road and cabin to our project. Open the YNP6 project. Open the Plan Default Camera in the upper right view. Zoom box in on the bluff southeast of the lake.

2. Open the Camera Editor and go to the Lens page. Change the View Width to 3500 meters so we're working at the same scale.

3. Go to the Terrain Task Mode and select the Terraffectors category.

4. Create a new Terraffector with an attached vector for the road.

5. Digitize a vector for your road.

6. Name it Highway when you're done.

7. Load the 2 Lane Highway Component from the Component Gallery.

8. Accept the default scaling option. We'll take a closer look the highway Component later.

9. Let's do a quick smoothing on the vector. Bring the Database Editor forward and select the Highway vector.

10. Show Points .

11. Edit the vector from the Database.

12. Go to Point Operations, change the number of points to 50, and Change Now.

13. Go to the Smooth page where our X, Y, and 80% choices are still set and Smooth Vector.

14. Zoom box in around the end of the road. Bring up the Camera Editor and change the View Width to 500 meters.

15. Go to the General page and rename the camera Plan Cabin.

16. Save the project as YNP7. Render a preview.

17. We may have forgotten, but the Status window reminded us that we still have Shadows enabled somewhere. Stop the render.

18. Go to the Light Task Mode. Select Shadows and Disable.

19. Save the project and try the render again.

20. It looks like something's missing. Go to the lower Scene-At-A-Glance pane and open the Terrain Parameter Editor. We're rendering with Fractal Maps, which is good except that they haven't been generated for the Plan Cabin Camera. The Fractal Maps are based on the Lake View Camera. We're not seeing terrain because this upper plateau isn't visible from the Lake View Camera.

21. Change to Variable Fractal Depth.

22. Save the project, and render a preview.

23. Let's create a clearing for our cabin development. Switch to a realtime view.

24. Go to the Land Cover Task Mode and expand the Ecosystems. In addition to the Grassland and Pine Burn Ecosystems we started with, the highway Terraffector has added more.

25. This is a new development, so pick ShortGrass and Create a new vector for the existing Ecosystem.

26. Digitize a rectangle around the end of the road.

27. Name it Cabin Clearing.

28. Save the project and render a preview.

29. If we're going to build here, we need to flatten out the area first, which means an Area Terraffector. Open the Diagnostic Data window and move it to the left of the render. Use the ground around the road as a basis for leveling, which is about 2335 meters on the high side.

30. Close out the Diagnostic Data window and go to the Terrain Task Mode. Add an Area Terraffector.

31. Name it Cabin Clearing.

32. We'll use the Cabin Clearing Vector, so find it in the lower Scene-At-A-Glance. Copy it to the Cabin Clearing Area Terraffector.

33. The Area Terraffector Editor will update to tell us that there is one vector hard-linked to the Area Terraffector.

34. Go to the Elevation & Roughness page. Make the Elevation Absolute at 2335 meters. Smooth it out a little by reducing the Roughness to 50%.

35. Go to the General page, Use Profile, and Edit Profile.

36. The default Profile has the Area Terraffector reaching full value 10 meters in from the vector. Keep the Profile.

37. Save the project, and render a preview.

38. Zoom box in on the end of the highway and render a preview.

39. To flat out the end, we'll use a special higher Priority Terraffector from the Component Gallery. Select Terraffectors and Create.

40. Digitize a 2-point vector across the end of the road and name it Revert.

41. Load Revert from the Component Gallery.

42. Save the project and render a preview.

43. Go to the Render Task Mode. Select Cameras and add a default type.

44. Name it Road and make it non-targeted.

45. Ctrl+click its position near the end of the highway and make its elevation about 10 meters above the terrain, about 2345.

46. Open it in the left view. By default, a non-targeted Camera looks north with no bank or pitch. Move and Rotate the Camera so we're looking along the road to the northeast.

47. Save the project and render a preview.


 


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