Getting Started
with VNS 2 Part 5E.
Fields & Forest
130. Ecosystems placed with a
global Environment are only limited by the Rules-of-Nature. Ecosystems
can also be attached to vectors, which define their extent and
give them priority over Environments. Change back to realtime
mode in the upper right view and switch to the Plan Camera.
131. Use the Zoom Box
in the Plan view to zoom in on the widening of the canyon
east of the Main Camera.
132. Undock and drag the view
out to create a larger view to draw on.
133. Render a preview.
134. The render illustrates the
challenge of Ecotype Dissolve Textures. What looks good from
one camera view doesn't necessarily look good from another. We
need another version of the Grassland Ecosystem for planimetric
renders.
135. Go back to the Land Cover Task Mode. Clone the Grassland Ecosystem and rename
it Grassland Plan.
136. Expand
the Scene-At-A-Glance. Expand the Grassland Plan Ecosystem,
Ground Overlay, and Grassland Material.
137. Select the Understory
and disable it. The Grassland Plan Ecosystem will render
its Ground Overlay only.
138. Collapse the Ecosystem and
Scene-At-A-Glance.
139. Bring the YNP Environment
Editor forward and Grab All again. Select
the Grassland Plan Ecosystem and Raise
its render priority. Save the project and render a preview.
140. Diagnostic Data tells us
that the Grassland Plan Ecosystem rendered on the valley floor
and the Pine Burn Ecosystem covers the steeper slopes. The Grassland
Ecosystem did not render because the Grassland Plan Ecosystem
took all the qualifying polygons.
141. Select the Pine Burn
Ecosystem in the Scene-At-A-Glance and Create. Confirm that you're
creating a vector for the existing Ecosystem, Pine Burn.
142. Left-click a couple
of vertices around this raised area.
143. You won't see the vector
on the render. If you want to check your progress, key F8 to switch to a realtime view and select Yes
to Retain diagnostic data. This will save the RGB render
(and other channels) in memory. Continue digitizing here, if
you'd like, or F8 back to the render. Digitizing on a
render gives you more scene detail and more precise vertex placement.
144. When you're done, Right-click,
or Esc on a Mac, and name the vector Forest.
145. Confirm that you want to
add the vector to the Pine Burn Ecosystem.
146. Save the project and render
a preview.
147. The Pine Burn Ecosystem
has rendered, but not quite within the vector we digitized. The
outline is blocky. Select Measure Distance
from the toolbar and click once and twice along a block edge.
The length of the block is about 90 meters.
148. Bring the Pine Burn Ecosystem Editor forward and go to the General page. The vector
bounded Ecosystem is rendering in 90 meter blocks because
that's its Resolution.
149. Reset the Resolution to
match the underlying DEM by unchecking and checking the Floating
box.
150. Save the project and render
a preview. Dock the Plan view when you're done.
151. A Foliage Effect
is used to place individual Foliage Objects. Select the Foliage
Effect in the Scene-At-A-Glance and Create.
152. The Create
window will confirm that we're creating a new Foliage Effect
with an attached vector.
153. Turn to the Mouse
page, select Connect, and change the Point Space
to 10 meters. This will automatically generate vertices
every 10 meters.
154. You can't see it now, but
there used to be an old cabin here that's been long since broken
up for firewood. All that's left are the snags of trees planted
along one side of the cabin as a windbreak.
155. Switch to a realtime Plan
view and Zoom Box in on the area directly in front of
the Main Camera.
156. Open the Plan View Preferences to the Overlay/Gradient page
and select Ecosystem Map.
157. Left-click a starting
point near the north canyon wall and left-click an end point
on the canyon floor. Right-click to finish, or Esc on a Mac.
158. Name the vector and Foliage
Effect Tree Break.
159. Add the vector to the Foliage
Effect and close out the Component Gallery when it opens.
160. Change the Absolute Height
to Foliage Group.
161. Go to the Groups
page, Add Foliage Group, and name it anything. The name
will be overwritten when we load the Component. Select Load
Foliage Group .
162. Load the Pine Snags
Component we created earlier.
163. We don't want the special
Grassland Plan Ecosystem to render, it's just for planimetric
views. Go to the Scene-At-A-Glance and disable it.
164. Save the project and render
a preview.
165. Switch the Main view
back to realtime mode and retain diagnostic data; we'll
use it in a moment.
166. By default, Realtime
Foliage Preview is enabled for Foliage Effects.
167. Because of the possible
resource load involved, it's not recommended that you enable
Ecosystem Realtime Foliage without first changing the
Preferences. Open the popup menu and select Realtime
Options > Land Cover > Realtime Foliage File
Preferences.
168. Move the Diagnostic Data and View Realtime Preferences
windows so you can see the Main view. Find the distance to the
right ridge, about here.
169. The Distance is about 600
meters. Change the Distance Criteria Far value to 600
meters and the Height Criteria Minimum to 5
meters. Close the window.
170. Open the Main popup
menu, and select Realtime Options > Create Realtime
Foliage File.
171. VNS will render a preview
to generate the foliage file.
172. When it's finished, open
the popup menu and deselect Show Preview.
173. Open the popup menu again
and select Realtime Options > Load Realtime Foliage
File.
174. Open the popup menu and
Edit View's Camera to open the Main Camera Editor. This will set an undo point.
175. Use the spacebar to Manipulate
Camera and activate Move Mode. Slowly move the camera
forward. The view response to mouse movement will be very sluggish.
176. Realtime Foliage
is very handy for knowing where foliage is going to render. Use
it judiciously, though, the resource load is high.
177. Undo
all changes in the Camera Editor
to undo your camera moves since the Editor was opened.
178. Open the Main view
popup menu and select Realtime Options > Load Realtime
Foliage File to unload the foliage file.
179. Save the project and render
a preview.
180. The next to last category
in the Land Cover Task Mode is Snow. Double-click
it to create a new Component, called Snow.
181. Snow has a Rules
page, just like Ecosystems. The difference is that the
Elevation Line is the lower limit of its coverage,
not the upper. Change the Elevation Line to 2065
meters.
182. Render a preview.
183. Snow covers Ecosystems and
Ground Effects, just like it does in the real would, but not
Foliage Objects. If you want snow on your trees, you'll need
Foliage Objects that already have snow on them.
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