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


69. Go back up to the Ecosystems category in the Scene-At-A-Glance, and Add Component of this type.

70. Name it Pine Burn .

71. On the Rules page, change the Maximum Slope to 50°. We're only going to use one Material so we won't need the Material Gradient page.

72. On the Material & Foliage page, change the Material name to Fire Regrowth.

73. The Overstory Ecotype will be pine snags and stumps from the old burned forest and the Understory Ecotype will be the young lodgepole pine from the new forest. Select Overstory Ecosystem Operations and Create Ecotype.

74. On the General page, change the Absolute Height to Foliage Group and Absolute Density to Foliage Group. By default, Density is per Polygon. This minimizes render time as fewer polygons are rendered as distance from the camera increases. The down side is that the density of trees will vary with changes in Fractal Depth and distance. Not good if you're using low Fractal Depth preview renders to evaluate a high Fractal Depth forest. To make density independent of Fractal Depth and distance, change Density to per Unit Area and leave the Area Units at Hectare.

75. An Ecotype is made up of one or more Foliage Groups of Foliage Objects. This Ecotype will only have two groups, so Create a new Foliage Group .

76. Name it Pine Snags.

77. Create another Foliage Group and name it Pine Stumps.

78. Select Pine Snags and set the Group Height to 30 meters, Group Minimum Height to 20 meters, and the Group Density to 30 stems per area.

79. On the Objects page, Add Foliage Object to insert an object placeholder, which will default to Image Object. We can populate our Foliage Group with Image Objects, 3D Objects, or both.

80. We'll use Image Objects, so choose New Image Object from the Image Object dropdown box.

81. Make your way to the Components\Image\Foliage\StumpAndSnag folder. Select PineSnag1.iff and Ctrl+click to multiple select PineSnag2.iff and PineSnag4.iff. Unfortunately, the Mac file requester does not allow multiple file selection, so Mac users will have to load one at a time.

82. Open the Image Object Library and you'll see the other pine snag images. While we're here, let's also add the stump images we'll use shortly.

83. Add Image Object to Library and multi-select PineStump1.iff, Stump2.iff, and Stump4.iff.

84. We've added new Image Objects, so Load Fast and Apply to All. Close out the Image Object Library.

85. Back on the Ecotype Editor Objects page, Add 2 more Foliage Objects and load the other pine snag images.

86. On the Groups page, the Pine Snag group now has a + in front of it showing it's populated with objects.

87. Save the project and render a preview.

88. We'll use this Group later, so save it as a Component. Save Foliage Group to disk .

89. Load the WCSLastRender.iff thumbnail from the WCSFrames folder.

90. Add a description in the Comments section and Save to Disk.

91. Select the Pine Stumps Group and set the Group Height to 2 meters, Group Minimum Height to 1 meter, and the Group Density to 5 stems per area.

92. On the Objects page, Add 3 Foliage Objects and load the 3 stump images. Save the project.

93. Open the YNP Environment to the Ecosystems page and Grab All. The Ecosystems list determines the render order.

94. As WCS renders polygons, it will first look at the Grassland rules and see if the polygon meets all the criteria. If polygon slope is between 0° and 30°, Grassland is rendered.

95. If not, the renderer will go to the next Ecosystem on the list, Pine Burn. The Pine Burn won't render on any slopes less than 30° because that's Grassland territory.

96. Save the project and render a preview.

97. So far, so good. We've got snags on the slopes with an occasional one out on the valley floor. This render shows bright green Ground Overlay; your's will likely be different as it's randomly generated when an empty Ecosystem is created.

98. Let's replace it with a texture. A good place to start is the Ground Overlay of the adjoining Ecosystem, so go to the Grassland Ecosystem, click the Diffuse Color Texture button, and Copy Texture.

99. Go back to Pine Burn, click its Diffuse Color Texture button and Paste Texture.

100. When the Copy Diffuse Color window pops up, select the Diffuse Color as the target and Apply.

101. Edit the new Diffuse Color texture to open the Texture Editor.

102. The Fractal Noise is a mix of dark green and lighter green, which is too green for the ground under a dense growth of pine trees. Let's change the lighter green to a dark brown. Select the right color pin and click its color well to open the Color Editor.

103. Select the RockTones Swatch, pick a dark brown, and Keep.

104. Save the project and render a preview.


 


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