Getting Started
with WCS 6 Part 1D.
Getting Started
86. Before adding ocean and haze,
let's change the lighting. We're currently looking north with
our default morning Light. Since most of our view is west
facing terrain, let's move our sun light position to later in
the day.
87. Go to the Light Task Mode
in the Scene-At-A-Glance, expand the Lights category,
and you'll see the single default light created by WCS when the
project was created.
88. Open the Light Editor and go to the Position & Orientation
page. Click Set Position by Time to open the Light
Position by Time window.
89. Change the time of day to
3 pm and Keep it.
90. Save the project, and render.
91. Since this is advertised
as an island project, we should probably add some water to it.
Go to the Water Task Mode and you'll see we have no bold
categories, which means no Components yet.
92. Right-click the Lakes
category and Add Component of this type.
93. This will open up the Lake Editor ready for us to create a lake from scratch.
You may have noticed the Resolution parameter in several
of the Editors we've worked with. By default, Component Resolution
is floating, which means it matches, or floats with, the
project DEM resolution. If you see a Resolution of 90
meters when the first Component in a category is added, chances
are it's lost its float.
94. Deselect and select the Floating
checkbox to reset the Resolution to match the underlying DEMs.
95. Rename the Lake Ocean
and set the value with the Enter key. Using the Enter
key to set values after entry is another good habit to get into.
96. We need an Elevation for
our ocean, so click around the render where we want the shoreline
to be. Let's make it out here along this ridge
According
to the Diagnostic
Data window, the elevation
is about 1950 meters.
97. Enter 1950 meters
into the
Lake Editor Elevation
field, press the Enter key.
98. You'll see water rise up
around the island in the Island Planimetric realtime view.
99. Save the project and render
another Main camera view. I'm going to use the Esc key to stop the render; you can also use the Abort
Operation stoplight
button at the right end of the Animation Toolbar. I'm doing this
to show you the new transparent water feature in WCS6. I stopped
the render because most of the transparency will be lost in the
reflections pass.
100. Start the render again and
let's see our scene so far.
101. If you click on the tan
polys along the foreground shore, Diagnostics will tell you they're
Ocean Component. That's Beach associated with the
Ocean, and you can see obvious polygons in our 10-meter terrain
because we're rendering at our lowest terrain detail setting,
or Fractal Depth.
102. Go to the Terrain Task
Mode, double-click the Terrain Parameters to open
its only Component, and increase the Maximum Fractal Depth
to 3.
103. Save your project and render.
More rendered detail means longer renders, so only increase Maximum
Fractal Depth as much as you have to. The previous preview rendered
at a Fractal Depth of 0 in about 10 seconds on this computer.
104. The Fractal Depth 3 render
took nearly 30 seconds. As you can see, it was worth the increased
render time. Polygons are no longer visible in the terrain. We'll
look more at how terrain renders in WCS in the Terrain Basics
section.
105. Switch back to a realtime
view. Let's add a moon to fill up some of that sky. Go to the
Sky Task Mode and expand the Celestial Objects
category. We have a Moon and Sun image by default,
but they aren't enabled. Double-click the Moon item to
open its Editor and activate it. Check the Enabled box
in the Celestial
Object Editor.
106. Ctrl+click to place the
moon in the sky to the left of the island.
107. To enlarge it, go to the
Size & Position page and increase the Size Factor
to 10,000.
108. Select the Move Mode
button on the toolbar above the
Main view, and click and drag the Moon to a new position. This
will take some getting used to because you are changing the Moon's
latitude and longitude, which does not translate into movement
that follows the mouse pointer.
109. Save the project and render
a preview.
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