Slide 4 - Build Yakima-W 1/4 Geocell

Introduction

In this exercise you'll learn how to build the output terrain.

Configure Build Settings

This series of instructions teaches you to configure build settings for the terrain.

  1. Examine the hierarchy.
  2. Right click over the group node named Scene and select Create » Light from the listed options.
  3. The software adds a light node to the scene graph.
  4. Right click over the light node and select Set Light Infinite from the listed options.
  5. Double click the modifier named ExportOptionsLayer.
  6. Set Output Rectangle Tessellation X and Output Rectangle Tessellation Y to 32.
  7. Double click the modifier named OrthoImageryLayer.
  8. Notice the Texture Settings For Terrain Created From This Mesh parameter is set to .\high_resolution_processed_imagery.
  9. Terrain built from this preview mesh uses the high-resolution imagery generated during MrSid extraction.
  10. Right click over the mesh node named Lat: [46.50 to 47.00] Long: [-122.00 to -121.50] and select Create Terrain from the listed options.
  11. Scenome builds the terrain data structures and begins streaming the files from disk.
  12. This is a picture of the worksheet.

Running Texture Jobs

This series of instructions teaches you to run texture jobs.

  1. Examine the hierarchy.
  2. Expand the group node named Master.
  3. Expand the group node named quadtree_2x1
  4. .
  5. There are two groups inside. Expand the group node named TextureGenerationNotExported*.
  6. Expand the mesh node named TextureJobs.
  7. This mesh contains a set of modifiers that run multi-threaded texture jobs for each quadrant of terrain.
  8. Right click over the DynamicTextureModifier named 1 × 1 and select Force Regeneration from the listed options.
  9. Scenome begins texture generation.
    This may take a few minutes.
    However Scenome only has to generate one texture for each quadrant. The rest of the quadrant geometry, including simplification, is generated on the fly.
  10. Repeat this procedure until all the quadrants have textures.
  11. That concludes this exercise.