Getting Started
with WCS 6 Part 7B.
Roads & Buildings
48. Bring the Terraffector Editor forward and move to the 2 Lane Highway
Component. On the Elevation page, elevation is Relative
to Vector Elevation.
49. Edit Cross-section profile.
The centerline of the road starts at the vector elevation, at
0 meters. It has the Asphalt Ecosystem attached
to render left of the point. The next point is about 2.7 meters
away from the centerline and slightly lower. It also has the
Asphalt Ecosystem, so it renders Asphalt between this
point and the first point. The third point also renders Asphalt
to the second point. Gravel comes next. Then ShortGrass.
Last is TallGrass with some Ecosystem Mixing to blend
the transition. At about 7.6 meters the Terraffector stops and
the approach slope takes over.
50. Go to the Approach Slope
page. Cut and Fill control how the Terraffector
changes the terrain between the edge of the Terraffector and
the Total Effect Radius distance.
51. Change the Cut to
a 50% slope.
52. Save the project and render
a preview. That gives us a more realistic edge to our highway.
53. We can't have a highway just
end without warning, so let's add one. We'll use another new
WCS6 feature in the 3D Object Task Mode, Walls.
We already have the Revert Vector we can use, so add a
default Wall.
54. Name it End of the Road.
55. Copy the Revert Vector
to it.
56. Make the Height Relative
to Ground Elevation. Increase Panel Top Height
to 3 meters.
57. Go to the Panel Material
page and create a Diffuse Color texture.
58. Choose the Stripes
Element and View From the South.
59. Change the left pin color
to white.
60. Change the right pin color
to red.
61. Rotate the texture
45° around the Y axis. Close the Texture Editor.
62. Save the project and render
a the left perspective preview.
63. Next comes the road for the
development. Switch the planimetric view to realtime and zoom
back a notch. Undock the view and drag it out for drawing room.
64. Go to the Terrain Task
Mode , select Terraffectors and Create.
65. Start a little out from the
highway and digitize the vector.
66. Name the vector Cabin
Road when you're done.
67. Load Dirt Road from
the Component
Gallery.
68. Accept the scaling option.
69. Save the project and render
a preview.
70. While we're here, let's add
the cabins. Go to the 3D Object Task Mode and select 3D
Objects. Create a new 3D Object with an attached vector.
71. Left-click each place you'd
like a cabin. Everyone's going to want a view of the woods from
their front porch, so add cabins around the inside of the drive.
72. Name it Cabins when
you're done.
73. This vector is for cabin
placement, so pick Position when asked how you want to
use the vector.
74. Go to the Building
page in the Component
Gallery and load the
Log Cabin.
75. No, we don't want the cabin's
position centered in the current DEM bounds.
76. Save the project and render
a preview.
77. All the cabins have the same
odd heading. Switch to the realtime view.
78. Bring up the 3D Object Editor to the Size & Position page.
Choose Rotate and we see that the Component has a Rotate
Y value of -19°. Change it to 0.
79. The cabins are now all facing
south.
80. Another great new feature
in WCS6 is 3D Object Alignment, which makes housing developments
like this quick to set up. Go to the Align page. Choose
Align Heading to Vector along the X axis.
81. The cabins will align to
their placement vector by default.
82. Select Align to this Vector
in the Vector section and pick the Cabin Road from the
dropdown list.
83. Go back to the Size &
Position page and change the Rotate Y to 180°
to turn the cabins around.
84. Save the project and render
a preview.
85. Looks good, so dock the view
and switch back to realtime.
86. Render a preview of the Road
view. The dirt road is spilling onto the highway, which it probably
would as gravel slides around during use. We're going for the
clean highway look, though.
87. Bring up the Terraffector Editor and go to the General page. By
default, the roads are set to Overlap. They have the same
Priority, which allows them to overlap and render.
88. Increase the 2 Lane Highway
Evaluation Order to 2 to have it render over the Dirt
Road in the overlap area. Read more about Priority and Evaluation
Order in the Interactive
Reference Manual. They're
very useful but not necessarily intuitive the first time around.
89. Save the project and render
a preview.
90. If you find that the program
is a bit sluggish, it's probably due to the detailed OpenGL cabins
in view.
91. Go to the 3D Object Editor General
page and change the Preview to Box.
92. Zoom out of the plan view
and go to the Render Task Mode. Create a new default Camera.
93. Name it Cabin High
and make it non-targeted.
94. Ctrl+click to place it south
of the development at an elevation of 2800 meters.
95. Move the Camera to a nice
view of the development with the lake in the background.
96. Save the project and render
a preview.
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