Getting Started
with VNS 2 Part 9B.
Sky & Clouds
41. Now for the clouds. Switch
the Lake Sky view back to realtime mode. Open the Plan
view popup menu and select View > New Planimetric
Camera.
42. The Plan Camera view will
be replaced by the Planimetric Camera view.
43. Go to the Scene-At-A-Glance and double-click the empty Cloud Models
category to add a new Component and open its Editor.
44. Rename it Nimbus Flat
and leave the Base Elevation at 5000 meters.
45. Select Set Bounds in a
View. The Set Cloud Model Bounds box reminds us that the
next two points clicked will become the Cloud Model bounds.
46. Activate the Planimetric
Camera view and zoom out once with the - key. To minimize render
time, we only place clouds where we can see them in camera views.
Left-click once behind the Lake Sky Camera southwest of the lake.
Click again to the northeast. The view will refresh with a shaded
box representing the Cloud Model.
47. Save the project and render
a Lake Sky preview.
48. The clouds don't quite make
it across the sky, so zoom back again in the planimetric view.
Set Bounds in a View again and create a larger Cloud Model
area.
49. Save the project and render
a preview.
50. Go to the Aerial Attributes
page. Here we can change the Cloud Presets and preview
the cloud pattern. Evolve makes it easy to animate simple
cloud patterns. Shading controls how dark the underside
of the clouds get. They look a little dark, so let's decrease
the Shading to 35%.
51. Open another Lake Sky
view in place of the planimetric view. Save the project and render
a right preview. The clouds look a little less threatening now.
52. Think of Coverage
as Clouds per unit area. Decrease it to 50% to get a preview
of the effect. The maximum value is 100%.
53. Density controls individual
cloud density and size within the texture. Try a value of 500%
to see the effect in the preview.
54. Edit the Density
Pattern texture to see the texture generating the Nimbus
clouds. Close the Texture Editor.
55. Profiles control how the
parameters are changing vertically. Edit Coverage Profile
to open its Vertical Coverage Profile. The horizontal
axis goes from the bottom of the clouds to the top. The vertical
axis is the percentage of Coverage on the Aerial Attributes page.
0 is no Coverage and 100 is full Coverage, in this case 100%.
56. The Shadows page controls
the casting of shadows by Clouds.
57. Receiving of shadows by terrain
and foliage is controlled by Shadow Components. Go to
the lower Scene-At-A-Glance and double-click the Shadows
category to open its only Component.
58. The Receive Shadows
page sets what shadows the terrain receives.
59. New to VNS 2 is the addition
of volumetric clouds. These are even easier to add then the non-volumetric
ones. Go to the General page and disable the Nimbus
Flat Cloud Model.
60. Add a new default Cloud Model.
61. Name it Nimbus 3D.
62. Go to the Vertical Profile
page and select Volumetric.
63. Open the YNP Atmosphere
from the Scene-At-A-Glance and drag it to the lower right quad. Select the
25X Speed Boost for fastest rendering. This is great for
previewing cloud changes.
64. Save the project and render
a left preview. For final renders, lower the Speed Boost settings
until you get the cloud quality you want at the best render time
price.
65. Go to the Aerial Attributes
page and reduce the Shading to 25%. Save the
project and render a preview.
66. If you were keeping track
of render time, you may have noticed that it took less time to
render the volumetric clouds than the layered clouds. Switch
the Speed Boost to Normal and render another preview.
67. Open the right popup menu
and select Render Options > Terrain > Terrain
to enable terrain again for rendering.
68. Save the project and render
a preview.
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