Getting Started
with WCS 6 Part 1E.
Getting Started
110. Right-click the Cloud
Models category and Add Component from Gallery. Load
Cirrus Streaks.
111. Answer Yes to the
scaling box question.
112. Activate the Planimetric
view and zoom back with the minus (-) key until you see the cloud
bounds box.
113. The Cloud Model is
still the active item and we're still in the Move Mode, so we
can click and drag the clouds north so the southern extent is
near the Main camera. We'll look at clouds in more detail in
the Skies section.
114. Save the project and render.
115. Even though our camera is
fairly close to the water, the horizon still seems to end prematurely.
We'll use atmospheric haze to lessen that effect and increase
the apparent humidity of our island scene. Expand the Atmospheres
category in the Scene-At-A-Glance.
116. Open the Island Atmosphere Editor to the Haze & Fog page. We
already have the Haze Component WCS assigned to our project,
we just need to change the distance where it reaches full intensity.
5000 meters seems like a good starting point, so enter
the value in the Haze Range field and Enter.
117. Save the project and render.
118. Last but not least, I promised
you a high tension tower to complete our idyllic scene. Go to
the 3D Object Task Mode, select the 3D Objects
category, and click the Create
button on the Icon Toolbar.
119. The Create
window tells us we're going to create a new 3D Object with an
attached vector.
120. Left-click once on the foreground
ridge to place a vertex and right-click, or Esc on the
Mac, to finish digitizing.
121. When the Input Request
box pops up asking for a vector name, call it Tower.
122. The next box will ask us
if we want to use the Tower vector for position or alignment.
Since we want to place our 3D Object tower at that vector point,
select Position.
123. Go to the Industrial
page of the Component
Gallery and load the
High Tension Tower.
124. The Load 3D Object box
will ask if we want to center the object on our DEM. We're placing
the object with a vector, so answer No.
125. Activate the Main view,
and switch back to realtime mode with the F8
key. There you'll see the tower right where we placed it.
126. Save the project and render
a preview. That's as much as we're going to do with this project
right now, so it's time to render our Main view to disk.
127. For that, let's go back
to the Render Task Mode.
128. Expand the Render Jobs
category and you'll see that WCS has created a Render Job for
us.
129. A Render Job is comprised
of a Camera and Render Option. You can have many
Render Jobs allowing you to render many camera views with different
Render Options. The default Render Job is already set up for
the Main camera, so let's take a look at the Render
Options.
130. Click the Edit button
to open the Render
Options Editor. We're
already set up for a 720x480 image size and video aspect
of 0.9 on the Size & Range page. We don't have
to worry about frame range because we're rendering a single image,
not an animation.
131. Go to the File Output
page where we'll specify the type of file to save.
132. Click Add Output Event
to add the IFF file format
to the event list.
133. We can change this with
the Format dropdown box, but I like IFFs for the small
file size and lossless compression, so let's leave it alone.
134. WCS chooses a file name
based on the project name and the file will be saved in the WCSFrames folder. WCS will overwrite a saved file
by the same name, so rename the old file or choose a new Image
File name when rerunning Render Jobs.
135. Open Render Control from the toolbar, make a last
check of the Camera, Options, and Save fields,
and Go .
136. If you'd like to watch the
full size render in progress and don't mind slowing the render
down, check the Show Rendering box.
137. We've got strange sky reflections
so let's break up the water surface.
138. Close out the Render and
Render
Control windows and go
to the Water Task Mode. Right-click the Wave Models
category and Add Component from Gallery.
139. Load Generic Waves.
140. Scale the Wave Model's
position to current DEM bounds.
141. To use these waves in our
Ocean, open the Lake Editor
to the Water Material page and select the Waves
tab. Add Wave Model .
142. Select Generic Waves
when the Ocean (Material) window pops up.
143. Save the project and run
a preview render.
144. That takes care of our reflection
problem, so open Render
Control
and Edit the Island Render Options.
145. Go to the File Output
page and tack an A on the end of the Island file
name.
146. Show Rendering in
Render
Control and start rendering.
147. There we go, great reflections
and good looking waves to boot!
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