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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