Getting Started
with VNS 3: Terrain
Basics
Part 3F. Fractal Depth
1. One of the reasons that VNS
can render a large terrain in a reasonable amount of time is
that it renders the terrain surface differently than traditional
3D programs. To see this, we'll need to get a closer look at
the terrain.
2. Zoom into the TG Camera
view with 3 taps of the + key.
3. Save the project and render
a preview. Terrain polygons were rendered at a Maximum Fractal
Depth of 0, the default.
4. Go to the Database Editor and turn to the Extent page. Slide
right until you get to the Grid values. Each Grid Cell
is about 3.3 meters on a side.
5. At a Fractal Depth
of 0, each grid cell is rendered as 2 polygons.
We can't really see the polygons because VNS 3 has an amazing
new phong shader for terrain. Go to the lower S@G pane
and open the Terrain
Parameter Editor. Deselect
Phong Shading.
6. Open another TG Camera
view in the upper right quad and render a preview. Now we can
see the polygons.
7. With each increase in Maximum
Fractal Depth value, each rendered polygon is further divided
into 4 polygons. At a Fractal Depth of 0,
each grid cell is divided into 2 polygons. Increase the Maximum
Fractal Depth to 3.
8. Save the project and render
another preview in the upper right view. We've gone from 2 polygons
per grid cell at Fractal Depth 0 to 128 polygons per grid cell
at Fractal Depth 3.
9. Enable Phong Shading
and render the same preview again.
10. Increase the Maximum Fractal
Depth to 7. Activate the left view and render a preview.
11. Each original polygon in
the left Fractal Depth 7 view has been rendered as more than
16,000 polygons, each only a few centimeters on a side. But we've
gained almost no apparent detail at the cost of an increase in
render time. The new phong shaded terrain means you'll be able
to use a much lower Fractal Depth than VNS 2 and have better
looking terrain and shorter render times. Reduce the Maximum
Fractal Depth to 3.
12. Now that we know what Fractal
Depth is, let's talk about the 3 ways of rendering it. In the
Terrain
Parameter Editor, the default Fractal Depth method is
Variable. This renders near polygons at a higher Fractal
Depth, where we can see them, and decreases Fractal Depth with
distance. Variable Fractal Depth is a good choice for
still images where accurate foliage shadows aren't needed.
Constant Fractal Depth renders the same Fractal Depth
everywhere, which will significantly increase render time. Fractal
Maps are Variable Fractal Depth for animations. Fractal Maps
are also the best choice when accurate foliage shadows are needed
in still images. When Fractal Depth Maps are created, VNS maps
near and far polygons along camera paths in Render Jobs.
13. While we're talking about
terrain detail, let's look at bump mapping. Bump mapping can
be applied to the terrain via a Ground Effect. It can
increase the realism of the terrain surface.
14. Go to the Land Cover Task
Mode. Open the Ground Editor to
the Material page. At the bottom of the Selected Material
section are two bump map parameters, Bump Intensity and
Bump Map Texture.
15. Select Bump Map Texture
Texture Operations
and Create Texture.
16. The default texture is Fractal
Noise with a Size of 1 meter along the X,
Y, and Z axes. Close the editor.
17. Save the project and render
a left view preview. Even with a simple default texture, the
terrain looks more convincing.
18. Increase the Bump Intensity
to 500%.
19. Activate the right view and
render a preview. This is much more Bump Intensity than you'll
normally use, but you don't know how much is too much until you
try it.
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