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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.

A screenshot from a TG Camera interface displaying a 3D model with a mostly white surface, some brown and black areas, and a vertical pink line on the right edge.

3. Save the project and render a preview. Terrain polygons were rendered at a Maximum Fractal Depth of 0, the default.

A computer-generated image of uneven, foggy terrain viewed through a software interface, with various tool icons visible at the top of the screen.

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.

A software interface displaying a table with columns for North, South, East, West, NS Grid, and EW Grid. Each cell contains numerical values. The cursor points at a cell under the NS Grid column.

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@Gpane and open the Terrain Parameter Editor. Deselect Phong Shading.

Screenshot of the Terrain Parameter Editor window, showing settings for terrain parameters such as fractal maps, maximum pixels per polygon, and options for enabling features like Phong shading.

6. Open another TG Camera view in the upper right quad and render a preview. Now we can see the polygons.

A screenshot of a TG Camera window displaying a 3D-rendered scene with geometric shapes and steps in grayscale.

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.

Screenshot of the Terrain Parameter Editor window showing various settings for terrain controls and general features with fields and checkboxes for customization.

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.

A grayscale 3D terrain model with smooth hills and sharp ridges is displayed within a software interface.

9. Enable Phong Shading and render the same preview again.

A computer-generated grayscale 3D terrain image shown from a TG Camera interface, with smooth hills and ridges.

10. Increase the Maximum Fractal Depth to 7. Activate the left view and render a preview.

A grayscale 3D computer-generated terrain with ridges and a prominent peak on the left side, viewed through a software interface labeled "TG Camera".

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.

Screenshot of the Terrain Parameter Editor window, showing options for setting terrain parameters such as maximum pixels per polygon, fractal maps, and shading, with various input fields and buttons.

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.

Screenshot of the Ground Editor TG Ground window, showing options for Material Gradient and Selected Material (Material1). Controls for Diffuse Color, Strata, and Bump Intensity are displayed.

15. Select Bump Map Texture Texture Operations and Create Texture.

Screenshot of a Ground Editor window showing options for material gradient, diffuse color, and bump intensity, with some controls hidden and a "Create Texture" button highlighted.

16. The default texture is Fractal Noise with a Size of 1 meter along the X, Y, and Z axes. Close the editor.

Screenshot of a Texture Editor window for TG Ground Material Bump Map. Shows elements, values, procedural parameters, and position options with various settings and preview images on the right.

17. Save the project and render a left view preview. Even with a simple default texture, the terrain looks more convincing.

A grayscale computer-generated image showing a landscape with textured hillside and tree lines in the background, displayed in a software window labeled "TG Camera".

18. Increase the Bump Intensity to 500%.

Screenshot of the Ground Editor TG Ground interface displaying settings for material gradient, diffuse color, intensity, strata, bump intensity at 500, and bump map texture options.

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.

A computer-generated texture of a rough, rocky surface displayed in a software interface, with a toolbar featuring various icons at the top.
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