Getting Started with WCS 6 Part 5B. Fields & Forest


35. Now for the bump mapping. Let's add a little to the Steep Material to give it just a hint of horizontal jointing in the rock. It's easy to overdo bump, so be subtle. Go to Bump Map Texture Operations and Create Texture.

36. The thumbnail shows a 3 meter wide sample of the Fractal Noise.

37. Increase the Preview to 10 meters and View From to Cube.

38. Change the Element to MultiFractal.

39. Increase the X and Y Size to 5000 meters and the Z to 50 meters. Close out the Texture Editor.

40. Increase the Bump Intensity to 50%.

41. Save the project and render a preview.

42. Open the Terrain Parameter Editor and increase the Maximum Fractal Depth to 3.

43. Make a preview render.

44. The valley floor looks unnaturally rough, so drop the Vertical Displacement to 3%.

45. Render another preview. That gives us some roughness without being overly so.

46. Switch back to the realtime view and bring the Database Editor forward. We're rendering several DEMs that aren't in immediate view, so let's reduce our active DEMs to just the closest ones. Alt+click the foreground DEM and the one behind it.

47. The Database will identify these as the AP and AZ tiles.

48. Alt+click the DEMs in the background; they're BJ and AY.

49. The 2 DEMS that would complete the rectangle in the Plan view are BI and AO.

50. Select all 6 in the Database: BJ, BI, AZ, AY,AP, and AO.

51. Add them to a Layer, and name it Main View.

52. To disable all the 10m layer tiles, select its layer and Disable.

53. Activate the Main View Layer, and Enable.

54. Reset the Plan Camera to its new default position.

55. Save your project and make a preview render. We have a much faster rendering time and all the DEMs we need to evaluate changes to the current Main Camera view.

56. We're going to simplify the Yellowstone environment to 2 Ecosystems, a grassland for the canyon floor and a burn regrowth forest everywhere else. The forest Ecosystem will include young lodgepole pine and bleached snags, regrowth after fires that swept through the area about 10 years ago.

57. Add an Ecosystem Component from the Component Gallery.

58. Load the Grassland.

59. It doesn't matter how we answer the scaling box question since we'll be changing the Elevation Line anyway.

60. Before we forget, add the Grassland Ecosystem to the YNP Environment and save the project.

61. Go to the Rules-of-Nature page in the Ecosystem Editor and let's see where the grassland is going to render. Just about everywhere, it seems. The upper Elevation Line is almost 18 kilometers and the slope range is 0-90°.

62. The Material Gradient page shows only a single Material, Grassland.

63. The Material & Foliage page shows the Material to have an Understory Ecotype and Diffuse Color Texture Ground Overlay.

64. The Ecotype has Foliage Objects that will slow rendering, so let's Disable it for now.

65. We have several ways we could restrict the Grassland to the valley floor, but we'll only be looking at some of the Rules-of-Nature options. Click and drag around the valley floor margin and you see it has an elevation of about 2065 meters in this view. To include higher valley elevations upstream, enter 2200 meters into the Elevation Line field.

66. Save the project and render a preview.

67. In our Ground Effect, we used a slope range of 20-30° as the transition from Flat to Steep Materials. Enter a Maximum Slope of 30° to soften the elevation transition and restrict the Grassland to gentler slopes beneath the Elevation Line.

68. Save the project, and render a preview. If you haven't done so already, visit the Interactive Reference Manual and read more about how the Rules-of-Nature can be used to control Ecosystem rendering and mimic nature.


 


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