Getting Started
with VNS 3: Lakes &
Streams
Part 6G. Foliage Shadows
1. We're close enough to the
foliage that we really notice the lack of shadows. Go to the
Light Task Mode, select the Shadows category, and
Create .
2. We're creating a new Shadow
with an attached Vector. A Shadow Component doesn't require a
bounding vector but it saves rendering time and increases Shadow
quality.
3. Go to the Plan view
and digitize a polygon around the Lake View Camera view
area.
4. Name it Lake View and
confirm the operation. Close out the Component Gallery.
5. Turn to the Cast Shadows
page and select Cast. This controls the casting of shadows
by terrain and foliage. Shadow-casting of 3D Objects and
Clouds is controlled by their respective editors.
6. The Receive Shadows page
determines what shadows will be received by the terrain.
7. Save the project and render
a preview. The Status window will show that Shadow calculations
have been added to the rendering process.
8. Go to the lower S@G tab and open the Terrain Parameter Editor. The last time we talked about fractal
depth methods, we learned that Variable was for images
and Fractal Maps were for animation. If you are rendering
Shadows, use Fractal Maps regardless of whether it's an
image or animation. You'll get more accurate Shadows. If you
choose the Variable method, some trees may not have shadows
and vice versa.
9. Fractal Depth Maps are calculated
using enabled Render Job Cameras, so let's add the Lake View
Camera to a Render Job. Go to the Render Task Mode and
expand the Render Jobs category. Open the YNP6 Render
Job.
10. It's using the Main
Camera, so change it to the Lake View Camera.
11. Bring the Terrain Parameter Editor forward and Create Fractal Maps.
12. Start with frame 0
and end at frame 0.
13. VNS will make a Maximum
Fractal Depth suggestion, but we'll leave it at 3
because we already it gives us the detail we need.
14. Open another Lake View
Camera view in the upper right view.
15. Save the project and render
a preview.
16. Bring the Shadow Editor forward. By default, Shadows are recalculated
for each render. That's good, since changes to Lights, foliage,
and terrain mean changes to Shadows. Once we're done moving Lights
and the foliage is set, Use File will calculate the Shadow
Map once, save it, and use it for subsequent renders. This saves
a lot of render time.
17. You may have noticed some
faint 'shadow facets' on the right bank of the stream. VNS 3's
new terrain phong shading has made this effect much less common
than it was in VNS 2. If you see it, try increasing the Shadow
Offset from Terrain. A value of 0.5 meters did the
job here.
18. Save the project and render
a left preview.
19. The Beach is a little too
smooth. Bring the Lake
Editor forward. Turn
to the Beach page.
20. Change the Material
Bump Intensity to 25%. Add a Bump Map Texture
and keep the default settings.
21. Save the project and render
a preview.
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