Sweet Canyon Mesas
In this tutorial, we'll create a sweet
canyon mesas scene use Awakening's atmosphere & terrain rendering system.
You need first install below softwares before starting:
1. Launch World Machine 1.25, open the scene: "World Machine\Examples\Basic Edition Examples\Sweet Canyon Mesas.tmd". Press Ctrl+1 switch to Device View, select the File Output device, the press Ctrl+3 switch to 3D View, you should see a sweet canyon terrain.
Select World Commands > Wolrd Size... from menu, set parameters like following in the dialog appears:
Press OK button, you'll see below terrain in 3D View:
Now we've finished terrain modeling in World Machine, let's output the mesh data. Press Ctrl+1 switch to Device View again, double-click the File Output device, set parameters like following in the dialog appears:
then press the Write output to disk! button. Ok, the terrain mesh data has been saved to the "Awakening3.0\models\output.ter" file.
Launch Awakening, select File > Import... from menu, a Open File Dialog appears. Select Terragen Terrain Files (*.ter) in Files Type List, then select the output.ter file we've just saved, click Open button, you should see terrain in Awakening now:
World Machine, open the Wolrd Size
dialog again, set Size to 512 x
512, see below image:
Close this dialog, then press
Ctrl+2 switch to 2D View, click the Height
button under the Terrain Preview Window:
Awakening, we've already imported the terrain mesh. The terrain's Dimension
is [21720, 6180, 21720] (check this in mesh's Properties Panel),
it's too big for the Scattering Shader, so scale the mesh by [0.4,0.2,0.4],
get a suitable terrain size for shader's default setting; and set
terrain's position to [0,0,0].
(you also can adjust shader's parameters to fit terrain size, but scaling terrain is more easy)
Add textures (decalmap.bmp,normalmap.tga,normalmap2.tga) to scene. Then new a material named 'terrain'; set the 1st texture with decalmap.bmp, and the 2nd texture with normalmap.tga; load 'scattering\ScatteringTer.fx' to D3D Effect; then assign this material to the terrain mesh.
Create a Static Mesh by loading 'sphere.TRI', and scale it with [150,150,150], rotate it with [90,0,0], this is sky mesh. New a material named 'sky', load 'scattering\ScatteringSky.fx' to D3D Effect; then assign this material to the sky mesh.
Now your scene should looks like below image:
Create a Shot named 'runs',
set it's time length to 120, and check Circle
and Not Effect Camera styles.
We first need define script variables