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Getting Started with VNS 3: Getting Started
Getting Started with VNS 3: Getting Started

Part 1E. Land Cover

1. Terrain always has Ground Effect covering it. Open the Island Ground Editor by double-clicking it in the Scene-at-a-Glance. You can also open a Component by double-clicking it in a preview render.

Screenshot of Ground Editor - Island Ground window showing options for general features and vector placement settings. There are no vectors hard-linked to this Ground Effect.

2. Go to the Material page.

A Ground Editor window titled "Island Ground" with tabs for General and Material. Settings include Material Gradient, Selected Material's Diffuse Color, Intensity, Strata, and Bump Intensity options.

3. Click the Diffuse Color color well to open the Color Editor. We could choose a new color or pick one from one of the Swatches, but we’re not going to. Close the editor.

Screenshot of the Color Editor interface showing options to adjust color by RGB, V, and Intensity values, with a color gradient selector on the right side. Buttons for Keep and Cancel are at the bottom.

4. We’ll load one of the prebuilt Components that come with VNS. Select Load Component from the titlebar.

A software interface for a ground editor titled "Island Ground" with options for material gradient, selected material, diffuse color, strata, intensity, and bump map texture. A tooltip for "Load Component" is visible.

5. The Component Gallery will open to the Ground Effect section. Scroll down to Mars Ground and double-click the thumbnail to load it.

A screenshot shows a software interface titled "Component Gallery - Island Ground (Ground Effect)" displaying samples for Gravel Road, Greenery on bark, Greenery, dirt and..., Hardwood Leaves, etc.
A dialog box with an information icon stating "Component loaded successfully" and an "OK" button is shown. An arrow cursor points at the "OK" button.

6. Save the project and render a preview.

A computer-generated 3D model of a rocky desert landscape with a prominent, striped, and layered formation under a clear blue sky.

7. It’s starting to look more like real terrain, thanks to the new Ground Effect. Now when we click on the terrain, the Diagnostic Data tells us it’s covered with the Mars Ground Component.

A computer screen displaying a 3D rendered image of a mountainous terrain with various numerical data and parameters listed in a sidebar on the left.

8. We’ll use a simple Ecosystem from the Component Gallery to add trees to our island paradise. Right-click the Ecosystems category in the Scene-at-a-Glance and select the Add Component from Gallery option.

Dropdown menu open in Visual Nature Studio 3.0 software showing options for managing components, with "Add Component from Gallery" highlighted.

9. When the Component Galleryopens, make your way to the last page and load the Spruce-Fir Forest.

Screenshot of a Component Gallery interface showing ecosystem categories with images labeled: Sage Scrub, Sparse Conifer, Sparse Small Grass, and Spruce-Fir Forest. A tooltip provides details about the Spruce-Fir Forest.

10. When the Load Ecosystem box pops up asking if you want to scale the Elevation Line to the current DEM, answer Yes.

A dialog box titled "Load Ecosystem" asks if the loaded ecosystem's elevation line should be scaled to current DEM elevations, with "Yes" and "No" buttons. A cursor points to the "Yes" button.
A dialog box with the title "Load Component" displays the message "Component loaded successfully." The message box has an "OK" button and a mouse cursor is pointing at the button.

You may also get a Project Updated window describing significant changes to the program since the last version. If you are a VNS 2 user, this window will contain important information. If you are new to VNS, you won’t have to worry about it.

A pop-up window titled "Project Updated" explains changes in functionality related to foliage density. It offers guidance on how to adjust to high foliage density and suggests using distant foliage to improve rendering times.

11. We’ll look at Ecosystems more in an upcoming tutorial. For now, let’s just look at the Rules page. We use the Rules-of-Nature to tell VNS which terrain polygons to render the Ecosystem on. For now, let’s just note that the Ecosystem is set to render on all polygons between a Minimum Slope of 0º and a Maximum Slope of 45º. For more information on these and other Rules-of-Nature, use the F1key to open the Interactive Reference Manual.

Screenshot of the "Rules" tab in the Ecosystem Editor for a Spruce-Fir Forest, showing options for setting vertical and lateral limits with controls for maximum and minimum slope.

12. Save the project and render a preview.

A computer-generated image shows a tall, textured, rocky formation resembling a desert mesa under a clear sky.

13. So where’s the Spruce-Fir Forest? Just having an Ecosystem in the project does not add it to the scene. An Ecosystem has to be attached to a Vector, Color Map, or Environment so VNS knows where to place it.

14. We don’t want to limit the lateral extent of the Ecosystem, so we’ll add it to the default Environment, which has a global effect. Expand the Ecosystems category in the Scene-at-a-Glance, select Spruce-Fir Forest, and click, drag, and drop it on the Island Environment.

Screenshot of the Visual Nature Studio 3.0 software interface showing a menu with subcategories including Ecosystems and Environments. A cursor is hovering over the "Spruce-Fir Forest" option.

15. When asked, confirm that you want to add the Ecosystem to the Environment.

A dialog box titled "Island Environment (Environment)" with the message "Add Spruce-Fir Forest (Ecosystem) to Island Environment (Environment)?" and options "OK" and "Cancel.

16. Open the Environment Editorto the Ecosystems page and you’ll see the Spruce-Fir Forest.

A software interface with tabs for General, Foliage & Gradients, and Ecosystems. The Ecosystems tab is open, displaying "Spruce-Fir Forest" selected. There are buttons for Grab All, Sort Order, and Scale Rules.

17. Save the project and render a preview.

A computer-generated image depicting a large, steep, and striped geological formation surrounded by a forested landscape under a clear sky. The image frame includes toolbar icons at the top.

18. The Spruce-Fir Forest Ecosystem is made up of 24 Image Objects of grass, weeds, and trees. You may have noticed them added to the Scene-at-a-Glance Image Object category as the Ecosystem was loaded from the Component Gallery.

A screenshot of the Visual Nature Studio 3.0 software interface showing a hierarchical menu with options for color maps, ecosystems, environments, foliage effects, ground effects, and image objects.

19. The best place to find them is in the Image Object Library, which you can open from the Icon Toolbar. Here you can add and remove Image Objects and edit image properties.

Screenshot of an Image Object Library interface with lists of image files, settings, and options like adding, removing, loading, and configuring image objects for a project.

20. To optimize image loading and render time, go to the Keep in Memory section above the thumbnail, select Load Fast and Apply to All. This will create fast loading versions of the Image Objects. Close the Image Object Library.

A software interface featuring an Image Object Library. The library lists various image objects, including "Sun," with details such as file path and dimensions. Various control options are visible on the right.
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