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


105. All we have to do is add a lodgepole pine Understory and the Pine Burn Ecosystem is finished. Select Understory Ecosystem Operations and Create Ecotype.

106. Change the Absolute Height to Foliage Group, Absolute Density to Foliage Group, and Density to per Unit Area.

107. On the Groups page, Add a Foliage Group and name it Lodgepole Pine. Set the Group Height to 8 meters, Group Minimum Height to 5 meters, and the Group Density to 200 stems per area.

108. On the Objects page, Add 3 Foliage Objects.

109. Choose New Image Object from the Image Object dropdown box.

110. Go to the Components\Image\Foliage\Conifer folder. Multiple select the Lodgepole11, Lodgepole12, and Lodgepole13 images. The image extensions may be iff or iff24. The iff24 extension is an older nomenclature used to identify 24-bit color images and set them apart from 8-bit grayscale images with the iff8 extension. Either way, WCS will load the IFFs since it pulls image information from the file itself and doesn't rely on the extension. Load the remaining lodgepole images.

111. Save the project and render a preview.

112. Let's save the Pine Burn Ecosystem as a Component. Sign or Save the Component .

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

114. Add your description in the Comments section and Save to Disk.

115. Now it's time to render the Grassland in all its blooming glory. Go to the Grassland Ecosystem Editor Material & Foliage page, and Enable the Understory.

116. Save the project and render a preview.

117. The foreground Grassland foliage rendered slowly until it got to a certain point, then took off. The fast rendering field in the distance doesn't look the same as the foreground. Edit the Understory.

118. Go to the Ecotype page. Image Object Distance Dissolve is enabled with a Dissolve Height of 4 pixels. This is a render saving option to keep WCS from rendering every foliage image as far as the camera can see, which can take a long time for a field of grass. As it's set, when rendered Image Objects drop below 4 pixels, Dissolve Color is rendered. Edit the Dissolve Texture.

119. The texture renders the Fractal Noise Element with 2 shades of grassy green. The Grassland Ecosystem was designed for close-up views, so a complex Dissolve Texture was not needed. Load Complete Texture .

120. Select the Grassland Dissolve Color from the Component Gallery.

121. Close out the Texture Editor, save the project, and render a preview.

122. As the foreground Grassland Image Objects recede, they get a little darker. The Dissolve Texture is matched to that slightly darker foliage, which in this view looks too dark. Let's add a Light just for the Grassland. Go to the Light Task Mode, select the Lights category, and Add Component of this type.

123. Name it Grassland Fill.

124. On the Position & Orientation page, Set Position by Time to 11 am.

125. We just want a fill light, so go to the Color & Shadow page and click the Light Color & Intensity color well.

126. Reduce the Intensity to 50.

127. Deselect Cast Shadows and uncheck Illuminate Volumetric Atmospheres.

128. The Include page is new to WCS6. We can light just what we want to, so click Include and select Ecosystem from the Class dropdown box.

129. Add Item, and add the Grassland.

130. Save the project and render a preview. Much better.


 


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