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Getting Started with VNS 3: Getting Started
Part 1F. Light & Water

1. Now it's time for lighting. Our Main view looks north with the default morning Light. Since most of the view is west-facing terrain, let's move the sun to an afternoon position.

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2. Go to the Light Task Mode TaskModeLight.gifin the Scene-at-a-Glance and expand the Lights category.

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3. Open the Light Editor to the Position & Orientation page. Select Set Position by Time.

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4. Change the time of day to 3 pm and Keep it. You'll see the lighting update in the realtime view.

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5. Save the project and render a Main preview.

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6. Since this is advertised as an island project, let's add water to it. Go to the Water Task Mode TaskModeWater.gif. We have no bold categories, which means no Components yet.

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7. Right-click the Lakes category and Add Component of this type.

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8. Rename the Lake Ocean and Enter.

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9. Activate the Main view and key F8 to switch to realtime mode. Don't retain Diagnostic Data when prompted.

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10. The Ocean is still the active item, so Ctrl+click a new water Elevation in the Main view, along the base of the foreground ridge. The OpenGL water will rise to the new shoreline.

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11. The water also rises in the planimetric view.

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12. The Lake Editor Elevation field updates with the new ocean level.

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13. Save the project and render a preview.

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14. Let's break up the water surface with some waves. Right-click the Wave Models category in the Scene-at-a-Glance and Add Component from Gallery.

15. Load Generic Waves.

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16. When the Load Wave Model window pops up, confirm that you want to scale the Wave Model's position to current DEM bounds.

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17. We have waves; all we have to do is add them to the Ocean. Go to the Lake Editor Water page and select the Waves tab. Add Wave Model AddCloneComponent.gif.

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18. Select Generic Waves in the Ocean (Material) window and Add Items.

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19. Save the project and render a preview.

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