Getting Started
with WCS 6 Part 5E.
Fields & Forest
131. Ecosystems placed with a
global Environment are only limited by the Rules-of-Nature. Ecosystems
can also be attached to vectors, which define their areal extent
and give them priority over Environments. Use the Zoom Box
in the Planimetric view to zoom in on the widening of
the canyon east of the Main Camera.
132. Undock and drag the view
out to give us a larger view to draw on.
133. Render a preview.
134. The render illustrates the
challenge of Ecotype Dissolve Textures. What looks good from
one camera view doesn't necessarily look good from another. Go
to the Land Cover Task Mode, disable the Dissolve
Color Texture, and open the Color Editor.
135. The Grassland Fill
Light is adding intensity to the Ecosystem so reduce this Intensity
to 50%.
136. Keep the color, save
the project, and render a preview.
137. Select the Pine Burn
Ecosystem in the Scene-At-A-Glance and Create. Confirm that you're
creating a vector for the existing Ecosystem, Pine Burn.
138. Left-click a couple
of vertices around this raised area.
139. You won't see the vector
on the render, but if you want to check your progress, key F8 to switch to a realtime view and select Yes
to Retain diagnostic data. This will save the RGB render
(and other channels) in memory. Continue digitizing here, if
you'd like, or F8 back to the render. Digitizing on a
render gives you more scene detail and more precise vertex placement.
140. Right-click, or Escape
on a Mac, when you're done and name the vector Forest.
141. Confirm that you want to
add the vector to the Pine Burn Ecosystem.
142. Save the project and render
a preview.
143. The Pine Burn Ecosystem
has rendered, but not quite within the vector we digitized. The
outline is blocky, and if we use the Measure Distance
tool, we find that the length of those blocks is about 90
meters.
144. Bring the Pine Burn Ecosystem Editor forward and go to the General page. Our vector
bounded Ecosystem is rendering in 90 meter blocks because
that's its Resolution.
145. Reset the Resolution to
match the underlying DEM by unchecking and checking the Floating
box.
146. Save the project and render
a preview. Dock the Planimetric view when you're done.
147. A Foliage Effect
is used to place individual Foliage Objects. Select the Foliage
Effect in the Scene-At-A-Glance and Create.
148. The Create
window will confirm that we're creating a new Foliage Effect
with an attached vector.
149. Go to the Mouse page,
select Connect, and change the Point Space to 10
meters.
150. You can't see it now, but
there used to be an old cabin here that's been long since broken
up for firewood. All that's left are the snags of trees planted
around the cabin as a windbreak.
151. Switch to a realtime Plan
view and Zoom Box in on the area directly in front of
the Main Camera.
152. Open the Planimetric
View
Preferences to the Overlay/Gradient
page and select Ecosystem Map.
153. Left-click four corners
of a quadrangle along the north canyon wall and right-click
to finish.
154. Name it Tree Break.
155. Add the vector to the Foliage
Effect, and close out the Component Gallery when it opens.
156. Change the Absolute Height
to Foliage Group.
157. Go to the Groups
page, Add Foliage Group, and name it anything. Load
Foliage Group.
158. Select the Pine Snags
Component we created earlier.
159. Bring the Grassland Ecotype Editor forward and enable the Dissolve Color
Texture.
160. Save the project and render
a preview.
161. Switch the Main Camera
back to a realtime view and retain diagnostic data; we'll
use it in a moment.
162. By default, Realtime
Foliage Preview is enabled for Foliage Effects.
163. Because of the possible
resource load involved, it's not recommended that you enable
Ecosystem Realtime Foliage without first changing the
Preferences. Open the popup menu and select Realtime
Options > Land Cover > Realtime Foliage File
Preferences or use the / keyboard shortcut.
165. Move the Diagnostic Data and View Realtime Preferences
windows so you can see both them and the Main view. Find the
distance to the right ridge, about here.
166. The Distance is about 600
meters. Change the File Display Far Distance Criteria
to 600 meters and the Minimum Height Criteria to
5 meters. Close the window.
167. Open the Main popup
menu, and select Realtime Options > Create Realtime
Foliage File.
168. WCS will render a preview
to generate the foliage file.
169. When it's finished, open
the popup menu and uncheck Show Preview.
170. Open the popup menu again
and select Realtime Options > Load Realtime Foliage
File.
171. Edit View's Camera
to open the Main Camera Editor,
which will set an undo point.
172. Go to Manipulate Camera
Move Mode and move the camera forward. The view response
to mouse movement will be sluggish.
173. Realtime Foliage
is very handy for knowing where the trees are going to be so
you don't render right in front of one.
174. When you're done moving
the camera, Undo all
changes in the Camera
Editor to undo your camera
moves since the Editor was opened.
175. Open the Main view
popup menu and select Realtime Options > Load Realtime
Foliage File to unload the foliage file.
176. Save the project and render
a preview.
177. The last category in the
Land Cover Task Mode is Snow. Double-click the
category to create a new Component, called Snow.
178. Snow has a Rules
page, just like Ecosystems. The big difference is that
the Elevation Line is the lower limit of its coverage,
not the upper. Change the Elevation Line to 2065
meters.
179. Render a preview.
180. Snow covers Ecosystems and
Ground Effects, just like it does in the real would, but not
Foliage Objects. If you want snow on your trees, you'll need
Foliage Objects that already have snow on them.
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