Getting Started
with WCS 6 Part 3D.
Terrain Basics
71. Let's say you want to make
some changes to your terrain, but something more painterly and
permanent than a Terraffector or Area Terraffector. That's where
the new DEM Painter comes in. We could jump right to the
DEM Painter window by selecting the DEM in the Database Editor and clicking the Paint button.
Instead, let's go the long way round with the Edit button.
72. Here's the new DEM Editor. The Elevations page lists the
elevation of all vertices in the DEM.
73. Zoom in a couple of notches
and click on the cliff top to the left.
74. The DEM Editor takes you right to the nearest terrain grid vertex.
75. Change the value here and
at the surrounding 8 vertices to 75 meters.
76. Go to the File page
and Save DEM to File.
77. Confirm that you understand
the ramifications of your choice; there is no undo once you overwrite
the DEM file.
78. The realtime TG Camera
view will refresh with your changes.
79. Return the camera to its
default position and save the project.
80. Select DEM Painter and you'll see a grayscale plan view of the Groovy
DEM.
81. We're just going to smooth
out a few of those cliff tops, so Show Brushes and select
the soft edged one at the bottom of the left column.
82. Show Tools and select
Smooth.
83. Click and drag along the
hard edges to soften them up.
84. Switch to the Smear
tool and drag some ridges out from highlands into the canyons.
85. Save the DEM to disk .
86. Once again, WCS will give
you options for overwriting the existing DEM or creating a new
one. Choose Overwrite.
87. The realtime view will reflect
the painted changes.
88. If you're curious to see
what it looks like, save the project and run a preview render.
89. One of the reasons that WCS
can render large terrain in a reasonable amount of time is that
it renders the terrain surface differently than traditional 3D
programs render 3D surfaces. To see this, we'll need to get a
closer look at the terrain.
90. Open the planimetric
camera and switch back to a realtime view.
91. Open View Preferences, change the view Width to 10 meters.
92. Render a preview. Here we
see terrain polygons rendered at a Fractal Depth of 0.
93. According to the Database Editor Extent
page for the DEM, each Grid Cell is 3.3 meters
on a side.
94. At a Maximum Fractal Depth
of 0, the default, each grid cell is rendered as 2
polygons, which we can see clearly in the preview render.
95. Open the Terrain Parameter Editor and increase the Maximum Fractal
Depth to 1.
96. Close out the DEM Painter and DEM Editor and open another planimetric camera view
in the upper right quad.
97. Render a preview.
98. With each increase in
Fractal Depth value, each polygon is further divided into
4 polygons.
99. Vertices are shifted vertically
according to the Vertical Displacement percentage and
horizontally if Horizontal Displacement is checked. Increase
the Maximum Fractal Depth to 7, the highest value.
100. Render a preview.
101. Each original polygon in
the left camera view has now been rendered as more than 16,000
polygons, each only a few centimeters on a side. The increase
in apparent detail is significant. The key word here is apparent.
We have not increased actual terrain detail. The original grid
polygon edges are still there, we've just made them less obvious.
102. Now that we know what Fractal
Depth is, let's talk briefly about the 3 methods available for
rendering. In the Terrain
Parameter Editor, the default Fractal Depth method is
Variable. This renders near polygons at a higher Fractal
Depth, where we can see them, and decreases Fractal Depth with
distance. Variable Fractal Depth is a good choice for
still images. Constant Fractal Depth renders the
same Fractal Depth everywhere, which will significantly increase
render time. Think of Fractal Maps as Variable Fractal
Depth for animations. When Fractal Depth Maps are created, WCS
maps near and far polygons along active camera paths.
103. While we're talking about
terrain detail, let's look at bump mapping. New to WCS 6, bump
mapping can be applied to the terrain via a Ground Effect.
It can increase the realism of the terrain surface while hiding
unsightly polygons.
104. Go to the Land Cover
Task Mode and open the Ground Effect Editor to the Material page. At the bottom of the
Selected Material Ground Overlay section are two bump map parameters,
Bump Intensity and Bump Map Texture.
105. Click the Texture Operations
button beside Bump Map Texture and Create Texture.
106. The default texture is Fractal
Noise with a Size of 1 meter along the X,
Y, and Z axes.
107. Render a left view preview
and let's see what it looks like. Even with just the default
texture, polygon edges are less visible and the terrain looks
more like ground.
108. Increase the Bump Intensity
to 500%.
109. Render the right view preview.
Polygons are almost gone entirely.
110. Go back to the Terrain Parameter Editor and change the Maximum Fractal Depth
to 0
111. Render a left view preview.
The much lower Fractal Depth preview rendered faster and we still
can't see any polygons.
112. Go back to the Ground Editor and disable the Bump Map Texture.
113. Render the right view preview.
Amazing what a little bump can do for your terrain.
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