Using Your Own Imagery

Slide 1

The more words we use here, the longer it will take to get started. This exercise assumes that you have both elevation-imagery and ortho-imagery in GEOTIFF format; all your imagery must be either Universal Transverse Mercator or Lambert Conformal Conic projection. The ortho-imagery does not have to fully cover the geographic area specified by the elevation-imagery.

Part 1

Create a directory and copy GEOTIFF imagery.

  1. Open Windows Explorer to C:\ or D:\ or E:\ or any available hard disk.
  2. Create a directory named SCENOME_TERRAIN.
  3. Open the new directory.
  4. Copy GEOTIFF elevation-imagery into this directory.
  5. Create another directory named HIGH_RESOLUTION_PROCESSED_IMAGERY.
  6. Create another directory named LOW_RESOLUTION_PROCESSED_IMAGERY.
  7. Open the directory LOW_RESOLUTION_PROCESSED_IMAGERY.
  8. Copy GEOTIFF ortho-imagery into this directory.

Part 2

Create the preview mesh.

  1. Start Scenome and save the new file as \SCENOME_TERRAIN\MY_TERRAIN.BOX.
  2. Select File » Import GEOTIFF for Elevation.
  3. Select \SCENOME_TERRAIN\YOUR_ELEVATION_GEOTIFF.TIF and click Open.
  4. When import is complete Scenome displays the preview mesh.
  5. Expand the hierarchy until you can see the entire preview mesh node-set.
  6. Right click over the modifier named DynamicTextureLayer and select Force Regeneration from the listed options.
  7. You can navigate through the scene while Scenome builds the preview texture.
  8. Error message? Learn how to troubleshoot?
  9. Learn how to subdivide your GEOTIFF ortho-imagery.

Part 3

Build the paged terrain database.

  1. Examine the hierarchy on the left side of the workspace.
  2. Double click the modifier node named OrthoImageryLayer.
  3. There are two parameters named Set Imagery Directory.
  4. Set both parameters to .\LOW_RESOLUTION_PROCESSED_IMAGERY.
  5. Right click on the mesh node.
  6. Select Create Terrain from the listed options.
  7. Expand the master group and find the mesh named TextureJobs.
  8. Right click on the DynamicTextureModifier named 1x1 and select Force Regeneration from the listed options.
  9. The texture generates. Repeat the process for another DynamicTextureModifier or force regeneration for all the DynamicTextureModifiers.