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Part 5E. Building Ecosystems (Overstory)

Getting Started with VNS 3: Fields & Forest
Getting Started with VNS 3: Fields & Forest

Part 5E. Building Ecosystems (Overstory)

1. Select the Ecosystems category in the Scene-at-a-Glance and Add Component of this type.

A screenshot of the Visual Nature Studio 3.0 interface. A context menu is open with options like "Enable all in Category" and "Add Component of this type" highlighted.

2. Name it Pine Burn.

Screenshot of the Ecosystem Editor - Pine Burn. The interface shows options for enabling vector polygon rendering, setting a name, priority, and other features for customizing an ecosystem.

3. On the Rules page, change the Maximum Slope to 50°.

Screenshot of the "Ecosystem Editor" window from a software, displaying options for setting Maximum and Minimum Slope percentages under the "Lateral Limits" section.

4. Go to the Material page. Show Advanced Features and Show Material Controls to bring up the Material details. Rename the Material Fire Regrowth. Close the Material Controls.

A screenshot of the Ecosystem Editor in a software program showing settings for "Fire Regrowth" in the Material tab. The Gradient Driver is set to 0 and blend mode is Full Blend.

5. The Overstory Ecotype will be made up of pine snags and stumps from the burned forest. The Understory Ecotype will include the young lodgepole pine that took over after the fire. Go to the Foliage page, select the Overstory category, and Add Ecotype.

A screenshot of the Ecosystem Editor panel in a software named "Pine Burn" with options for editing foliage settings such as "Overstory (Fire Regrowth)" and "Understory (Fire Regrowth).

6. On the Settings page, change the Absolute Size to Foliage Group and Absolute Density to Foliage Group. This is the Forestry Edition. The standard VNS edition does not have the Size Method and Density Method controls.

Screenshot of the Ecosystem Editor software window showing settings under the Parameters tab for the Pine Burn project, focusing on overstory and foliage group parameters.

7. An Ecotype is made up of one or more Foliage Groups of Foliage Objects. This Ecotype will have two groups. Add Foliage Group.

Screenshot of the Ecosystem Editor software showing various settings for adding a foliage group, including options for height, diameter, and ecotype. A tooltip says, "Add Foliage Group.

8. Name it Pine Snags.

Input prompt window titled "Input Request" asking to "Enter name for new Foliage Group" with "Pine Snags" typed in the text box and the cursor pointing at the "OK" button.

9. Add another Foliage Group and name it Pine Stumps.

A software screen titled "Ecosystem Editor - Pine Burn" with a dialog box labeled "Input Request" for entering a new foliage group name. The name "Pine Stumps" is being entered, and the OK button is highlighted.

10. Select the Pine Snags Foliage Group and set the Group Max Height to 30 meters, Group Min Height to 20 meters, and the Group Density to 30 stems per hectare.

A screenshot of the Ecosystem Editor interface in Pine Burn. It displays foliage group settings for "Pine Snags" with parameters for height and density. Various tabs and icons are visible at the top.

11. Add Foliage Object to insert an object placeholder, which will default to the Image Object type. We can populate the Foliage Group with Image Objects, 3D Objects, or both.

Screenshot of the Ecosystem Editor in a software application, showing options to edit foliage details like image object, dimensions, height, density, and shading. The "Add Foliage Object" button is highlighted.

12. We’ll use Image Objects, so choose New Image Object from the dropdown list.

A software interface displaying options under Image Object such as Sun, Moon, CurlyDock, and others in a dropdown menu. Various tabs like General, Material, Foliage, Rules, and Color Map are visible.

13. Make your way to the Components\Image\Foliage\StumpAndSnag folder. Select PineSnag1.iff and Ctrl+click to multiple-select PineSnag2.iff and PineSnag4.iff.

A file explorer window showing the contents of the folder "StumpAndSnag". Several files with ".iff" extension are displayed. The file "PineSnag1.iff" is highlighted. The "Open" button is selected.

14. The Foliage Group list will update with the three Foliage Object images.

A software interface showing the Ecosystem Editor with options like Image Object, 3D Object, and settings for image enabling, height, width, density, and opacity. A selection titled "PineSnag2.iff" is highlighted.

15. Open the Image Object Library. There are the pine snag images we just loaded. Let’s add the stump images we’ll use shortly.

A software interface showing an Image Object Library. The Current Project Image Objects list includes file names. A "Pine Burn (Foliage)" image is selected, with details displayed on the right side.

16. Add Image Object to Library and multiple-select PineStump1.iff, Stump2.iff, and Stump4.iff.

A file explorer window displaying a list of files in the “StumpAndSnag” folder. The file “PineStump1.iff” is highlighted. The "Open" button at the bottom right is selected.

17. We’ve added new Image Objects, so Load Fast, and Apply to All. Close the Image Object Library.

Screenshot of an Image Object Library window displaying a list of image objects on the left and settings for the selected image (Stump2.iff) on the right. Various buttons and options are visible.

18. We’ll use this Foliage Group later, so save it as a Component. Select the Pine Snags group and Save Foliage Group to disk .

Screenshot of the Ecosystem Editor - Pine Burn window showing options for editing foliage groups. The cursor hovers over an icon with a tooltip that reads "Save Foliage Group to disk...".

19. In the Component Signaturewindow, browse the Image for Thumbnail, navigate to the WCSFrames folder, and load VNSLastRender.png.

A software interface shows a form to save a component signature with fields for folder, name, and category. There are fields for creator, modifier, email, date, and a comment section.

20. Create a new category, Tutorials.

A dialog box titled "Component Signature - Pine Snags" is shown. A new category "Tutorials" is being created in the "Save in Category" section by typing the name and clicking "OK".

21. Add a description in the Comments section and Save to Disk.

Software dialog window titled "Component Signature - Pine Snags (Foliage Group)" with fields for name, author, email, and a description about pine snags. Options to save, cancel, or close are present.

22. Select the Pine Stumps Group and set the Group Max Height to 2 meters, Group Min Height to 1 meter, and the Group Density to 5 stems per hectare.

Screenshot of an Ecosystem Editor software interface showing foliage group settings. The group named "Pine Stumps" is selected, with options for max height, min height, and group density visible.

23. Add Foliage Object three times to insert 3 object placeholders. We need to add as many Foliage Objects as we need when the Image Objects are already present in the Image Object Library.

Screenshot of an Ecosystem Editor window showing options for Fire Regrowth, Fire Snags, and Fire Stumps with various settings and checkboxes, including Image Object selections and 3D Shading options.

24. Replace the default “No Image Selected” objects with the PineStump1.iff, Stump2.iff, and Stump4.iff images from the dropdown list. Save the project.

A software interface displaying the "Ecosystem Editor - Pine Burn" window with options for managing image and 3D objects, including file names like "Stump4.iff" and settings for height, width, and shading.

25. Open the YNP Environment. Go to the Ecosystems page and Grab All. The Ecosystems list controls render order.

A dialog box titled "Environment Editor - YNP Environment" showing two ecosystem options: Grassland and Pine Burn, with a hand pointing at the "Import" button at the bottom.

26. As VNS renders each polygon, it will first look at the Grassland Rules and see if the polygon meets all the criteria. If it does, Grassland will be rendered.

27. If not, the renderer goes to the next Ecosystem on the list, Pine Burn. If the polygon meets all the Pine Burn Rules, it renders. If not, Ground Effect is rendered. Save the project and render a preview.

A computer-generated landscape with grassy terrain, scattered trees, and distant hills under a clear sky.

28. So far, so good. We have snags on the slopes with an occasional stump. The bright color is Pine Burn Ecosystem Material diffuse color. It was generated by VNS when the Ecosystem was first created. Your color is probably different as it’s randomly generated.

29. Let’s replace the color with a texture. A good place to start is the diffuse color of an adjoining Ecosystem. Double-click the render foreground to open the Grassland Ecosystem Editor. Turn to the Material page, select the Diffuse Color Texture Operations, and Copy Texture.

A screenshot of the Ecosystem Editor window for Grassland showing options for editing texture. The "Copy Texture" option is highlighted from a contextual menu.

30. Return to the Pine Burn Ecosystem, select its Diffuse Color Texture Operations and Paste Texture. Confirm the operation.

Screenshot of the Ecosystem Editor in a software, showing the "Material" tab with settings for Diffuse Color, Strata, Overstory, and Understory, and an option menu to "Paste Texture" for Fire Regrowth material.

31. Select Diffuse Color Texture Operations and Edit Texture to open the Texture Editor.

32. The Fractal Noise is a mix of dark green and lighter green, which is too green for the ground under a dense growth of pine trees. Let’s change the lighter green to a dark brown. Select the right color pin and click its color well to open the Color Editor.

Screenshot of a Texture Editor interface for creating a Pine Burn Fire texture, featuring options for fractal noise, colors, procedural parameters, position coordinates, and previews of the texture.

33. Select the RockTones Swatch, pick a medium brown, and Keep.

A screenshot of a Color Editor window displaying color parameters, sliders, and a sample color. The sample color is a gradient from brown to yellow. The option "RockTones" is selected.

34. Close the Texture Editor. Save the project and render a preview.

Computer screen showing a 3D-rendered landscape with grass, sparse trees, and distant hills under a clear sky.
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