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.
2. Go to the Light Task Mode
in the Scene-at-a-Glance and expand the Lights category.
3. Open the Light Editor to
the Position & Orientation page. Select Set Position
by Time.
4. Change the time of day to
3 pm and Keep it. You'll see the lighting update
in the realtime view.
5. Save the project and render
a Main preview.
6. Since this is advertised as
an island project, let's add water to it. Go to the Water
Task Mode .
We have no bold categories, which means no Components yet.
7. Right-click the Lakes
category and Add Component of this type.
8. Rename the Lake Ocean
and Enter.
9. Activate the Main view
and key F8 to switch to realtime mode. Don't retain
Diagnostic Data when prompted.
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.
11. The water also rises in the
planimetric view.
12. The Lake Editor Elevation field updates with the new ocean
level.
13. Save the project and render
a preview.
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.
16. When the Load Wave Model window pops up, confirm that
you want to scale the Wave Model's position to current DEM bounds.
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 .
18. Select Generic Waves
in the Ocean
(Material) window and
Add Items.
19. Save the project and render
a preview.
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