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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