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.
- Examine the hierarchy.
- Right click over the group node named Scene and select Create » Light from the listed options.
- The software adds a light node to the scene graph.
- Right click over the light node and select Set Light Infinite from the listed options.
- Double click the modifier named ExportOptionsLayer.
- Set Output Rectangle Tessellation X and Output Rectangle Tessellation Y to 32.
- Double click the modifier named OrthoImageryLayer.
- Notice the Texture Settings For Terrain Created From This Mesh parameter is set to .\high_resolution_processed_imagery.
- Terrain built from this preview mesh uses the high-resolution imagery generated during MrSid extraction.
- 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.
- Scenome builds the terrain data structures and begins streaming the files from disk.
Running Texture Jobs
This series of instructions teaches you to run texture jobs.
- Examine the hierarchy.
- Expand the group node named Master.
- Expand the group node named quadtree_2x1
.
- There are two groups inside. Expand the group node named TextureGenerationNotExported*.
- Expand the mesh node named TextureJobs.
- This mesh contains a set of modifiers that run multi-threaded texture jobs for each quadrant of terrain.
- Right click over the DynamicTextureModifier named 1 × 1 and select Force Regeneration from the listed options.
- 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.
- Repeat this procedure until all the quadrants have textures.
- That concludes this exercise.