Getting Started
with WCS 6 Part 4B.
Draping Images on Terrain
24. Switch the Main view
back to realtime mode.
25. Manipulate the camera
rotation . By default,
camera rotation is allowed about all axes so Heading , Pitch ,
and Bank are enabled.
All we're going to do is pitch the camera down, so let's disable
Heading and Bank to keep from accidentally rotating
our camera in those directions.
26. Pitch the camera view down
so we see just terrain. The axes we disabled will stay disabled
as we switch to the Move and Zoom modes, so keep
that in mind when you manipulate the camera later on.
27. To create a camera path for
the Main Camera, activate it in the Plan
view and Create .
28. The Create window
will confirm that we're going to create a new path for the camera
Main.
29. Let's say we want to check
something out in the Camera Editor
while we're digitizing the path. Open the Main Camera Editor from the popup menu Edit View's Camera item.
30. Go to the Position &
Orientation page.
31. We can retrieve the Create
window, and any hidden window, by going up to the Window
menu item and selecting the window we're looking for.
32. The Create window
settings depend on the type of vector being digitized.
33. On the Mouse page,
we're set to draw in the Single mode, with one point for
each mouse click.
34. Conform defaults to
Small Plane, with matching Elevation, Smoothing,
Point Space and Speed settings. Increase the Elevation
to 10,000 meters and the Speed to 600 m/s.
35. Left-click a starting
point at the west end of this canyon, left-click again
where it meets the canyon coming up from the south, and right-click
to finish.
36. The Input Request
box will give us the time of the flight path based on our Create
parameters. That looks good, so confirm it and save the project.
37. Play the animation. The Main
Camera is targeted so it follows the target as it moves along
its path.
38. Stop the animation and return
to frame 0.
39. Go to the Camera Editor General page
and change the Camera Type to Align to Path.
40. Play the animation.
41. The Main Camera is
aligned to its flight path, but let's change the pitch to 60°.
The keyframes look good, so go back to the beginning and play
the animation.
42. Save the project and render
a preview.
43. Let's try to reduce the visible
polygons in the cliffs by increasing the Fractal Depth. Slide
down the lower Scene-At-A-Glance pane and open the Terrain Parameter Editor.
44. Increase the Maximum Fractal
Depth to 3.
45. Save the project, and make
another preview render.
46. Increase the Maximum Fractal
Depth to 5.
47. Render again.
48. It doesn't look like the
Fractal Depth is helping us much, so drop the Maximum Fractal
Depth back to 0. Our terrain resolution isn't good
enough to give us the look we want at this elevation, but that's
easy enough to change.
49. Go to the Database Editor and disable the YNP-100m DEM.
50. Select one of the YNP-10m
tiles, select the 10m Layer, and Enable.
51. The Plan view will
refresh white since we're in overlay mode but have no resolution
matched overlay image in memory.
52. Open the View Preferences and Regenerate the Ecosystem
Map.
53. Save the project and render
the Main Camera view.
54. The 100-meter terrain render
took about 5 seconds at Fractal Depth 0. The 10-meter DEMs required
more than a minute to render the same view but at this elevation
give us much better looking terrain. The final animation, YNPCM.mov,
is in the animation folder on the Tutorial 2 CD.
 |

.
.
.
.
.
.
.
.
.
. |

3DNature LLC
5740 Olde Wadsworth, Suite C, Arvada, Colorado, USA 80002
Voice: (303) 659-4028
Fax: (303) 425-1364
wcsinfo@3dnature.com |
|
|