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Formatting Wireframes Controlling how a Wireframe is displayed in the VR window. |
Formatting Wireframes
Wireframes can be formatted using a variety of styles. For example, you can:
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Drape an image over the Wireframe, like an aerial photo or a geophysical map. For information on draping images see Wireframe draping.
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Color and texture the Wireframe by Wireframe properties using a color legend.
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Make the Wireframe transparent or hidden. For information on hiding and showing Wireframes see Hiding objects.
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Display as a wireframe (edges), flat shaded or smooth shaded.
To change opacity or transparency
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In the 3D window, double-click anywhere on the Wireframe object.
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In the Wireframe Properties dialog, drag the Opacity Slider to the right (opaque) and left (transparent).
To change the Wireframe color or texture
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In the 3D window, double-click anywhere on the Wireframe object.
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In the Wireframe Properties dialog, use the table below to see how the various settings affect the way a Wireframe is rendered:
Shading |
Texture |
Color Legend |
Color Field |
Sample (click to expand) |
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Wireframe |
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Solid colors |
Wireframe attribute field |
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Attribute fields must be included when the Wireframe is imported. Some Wireframe file types do not support attribute fields. Modeling programs provide facilities for transferring attributes from block models onto Wireframes. For more information see Data preparation. |
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Flat |
- |
Solid colors |
Wireframe attribute field |
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If more than one attribute field is available, select a suitable Color Legend whenever the Color Field is changed. |
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Smooth |
- |
Solid colors |
Wireframe attribute field |
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You can choose a default legend, or you can create your own legend. |
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Any |
- |
Textures |
Wireframe attribute field |
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Increase the Tile Size to smooth the texture and reduce the tiling effect. You can create your own textures from digital photos and other images. |
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Any |
Texture image |
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- |
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Use georeferencing wherever possible. |
Creating Realistically Rendered Worlds
The most realistic worlds are created when draping colored aerial
photographs over Wireframes; however with a little effort you can
produce excellent effects with Wireframe textures. This realistic
virtual world was created without an aerial photograph:
If you don't have an aerial photograph you can simulate the effect in several ways:
Use a digital camera to capture the real-world textures, or scan in photographs of similar scenes, or search photo libraries on the web for useful images.
Use a photo editing program to tint, blend and brighten images:
Save as 128x128 images.
Double-mirror the images into 256x256 so that one edge blends smoothly into the opposite edge. This is one of the bitmap textures used in the above image.
Experiment with the Tile Size setting to obtain the best result. A larger tile size will produce larger areas of contrasting tones.
Use a Wireframe attribute field to create texture zones.
Use a Wireframe modeling program to create a texture zone with different values for rock faces, roads, grass, forest, sand, water etc. You can use Wireframe properties like slope and elevation to further vary the textures within a zone. For more information, see Data Preparation.
Simulate an aerial photograph:
After texturing the Wireframe with a legend, use the Plan View command to view the entire Wireframe from above.
Use an image capture program to take a 'snapshot' of the top down view of the VR window data.
- Use a photo editing program like Adobe PhotoShop or Microsoft PictureIt! to tint, blend and smooth the image. It is not the detail in the image which is so important, but the use of natural color tones and the variety of textures which gives a realistic finish.
- Save or convert the image as a Windows bitmap - the bitmap dimensions must be a power of 2 (256, 512, 1024,...) - you will find that using Microsoft Paint (2000 edition) is one of the simplest ways of converting images to high quality bitmaps, and for adjusting the bitmap dimensions.
- Drape the image just as you would an aerial photograph.
Related Topics | |
| Formatting strings |