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Part 5F. Building Ecosystems (Understory) & Distance Dissolve

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

Part 5F. Building Ecosystems (Understory) & Distance Dissolve

1. We have an Overstory of pine snags and stumps and an underlying texture. All we need is a young lodgepole pine Understory and the Pine Burn Ecosystem is finished. Go back to the Pine Burn Ecosystem Editor Foliage page.

Ecosystem Editor window for Pine Burn. The selected item is 'Stump4.iff' with dimensions 550x372. Options include image/3D object toggle, random flip, shading, and gray replacement.

2. Select the Understory Ecotype and Add Ecotype . Turn to the Settings tab and change the Absolute Size to Foliage Group and Absolute Density to Foliage Group. Leave the Area Units at hectare.

Screenshot of the Ecosystem Editor - Pine Burn software interface showing options for setting parameters related to fire regrowth. It includes dropdowns, radio buttons, and several data input fields.

3. Add Foliage Group and name it Lodgepole Pine.

Screenshot of the Ecosystem Editor - Pine Burn software showing various options and settings for managing fire regrowth, foliage groups, and ecological parameters.

4. Set the Group Max Height to 8 meters, Group Min Height to 5 meters, and the Group Density to 200 stems per hectare.

Screenshot of Ecosystem Editor software interface. Shows editing options for foliage group 'Lodgepole Pine,' including max and min height settings, group density, and file names for other plant elements.

5. Add Foliage Object.

Screenshot of the Ecosystem Editor software showing options for adding foliage objects such as trees and stumps, with "Lodgepole Pine" selected in the Understory (Fire Regrowth) category.

6. Choose New Image Object from the Image Object dropdown list.

Screenshot of the Ecosystem Editor in Pine Burn software showing options for selecting image objects and 3D objects. A dropdown menu lists items like Sun, Moon, and various GoldenBanner files.

7. Go to the Components\Image\Foliage\Conifer folder. Multiple-select the Lodgepole11, Lodgepole12, and Lodgepole13 images. The image extensions may be iff or iff24. The iff24 extension is an older nomenclature used to identify 24-bit color images and set them apart from 8-bit grayscale images with the iff8 extension. Either way, VNS will load the images because it pulls image information from the file itself and doesn’t rely on the extension.

A file selection window displays multiple tree-named .iff files with "Lodgepole11.iff24" and others highlighted. Buttons for "Open" and "Cancel" are at the bottom right.

8. VNS will create Image Objects for the additional foliage images loaded.

Screenshot of the Ecosystem Editor - Pine Burn application, displaying foliage options for tree elements with image color configuration settings.

9. Save the project and render a preview.

Computer-generated image of a landscape featuring a broad, grassy valley with sparse vegetation, gentle hills, and a clear blue sky. Small clusters of trees are visible in the distance.

10. Save the Pine Burn Ecosystem as a Component with Save the Component.

11. Load the VNSLastRender.png thumbnail from the WCSFrames folder.

Screenshot of a software dialog box titled "Component Signature - Pine Burn (Ecosystem)" showing fields for saving and naming a file, with options to keep or save the configuration.

12. Add your description in the Comments section and Save to Disk & Close.

A software dialog box for saving a component signature named "Pine Burn". Options include file paths, categories, default save directory, author details, date, signature, and notes.

13. Move to the Grassland Ecosystem. We had disabled its Understory to speed up rendering during Ecosystem setup. Enable the Understory Ecotype.

Screenshot of the Ecosystem Editor - Grassland window showing settings such as Ecotype Enabled, Render Occluded Objects, and Dissolve Enabled with various parameters and options.

14. Save the project and render a preview.

A computer-generated image of a green valley with grassy terrain and scattered trees, situated below flat-topped hills under a clear sky.

15. The foreground Grassland foliage rendered slowly until it got to a certain point, then accelerated. The Understory has Distance Dissolve enabled, which causes Foliage Objects to be replaced by texture when the foliage renders at less than a Dissolve Height of 4 pixels. This is a render-saving option to keep VNS from rendering every stem of foliage as far as the camera can see, which can take a long time for a field of grass. When rendered Foliage Objects drop below a height of 4 pixels, Dissolve Color is rendered in place of the images.

A window displaying the Ecosystem Editor for Grassland with options for ecotype settings, distance, dissolve, and parameters under the Understory (Grassland) category. "Dissolve Enabled" is checked.

16. Select Dissolve Color Texture Operations and Edit Texture.

Ecosystem Editor window showing options for Overstory (Grassland) with selected parameters including distance dissolve and texture operations.

17. The texture is Fractal Noise with 2 shades of grassy green. The Grassland Ecosystem was designed for close views, so a complex Dissolve Texture wasn’t created. We just happen to have a Dissolve Texture that is more appropriate for the scene, so Load Component

Screenshot of the Texture Editor window, displaying settings for "Grassland Understory Dissolve Color" with options for element selection, opacity, colors, procedural parameters, position, and previews.

18. Load the Grassland Dissolve Color from the Component Gallery.

 

A screenshot of a Component Gallery window titled "Dissolve Color (Texture)" displaying various texture options, with a tooltip highlighting "Grassland Dissolve Color" created by R Scott Cherba.

19. Close the Texture Editor and reduce the Dissolve Height to 2 pixels. Keep in mind that a dissolve height in pixels will cause the dissolve to occur at different places in the view depending on the size of the rendered image. If you want the dissolve distance to be consistent between images of different sizes, use Relative to Image Height.

A screenshot of the Ecosystem Editor software with settings for "Grassland." Various plant types are listed and options for rendering, dissolving, and dissolving height in pixels are shown.

20. Save the project and render a preview.

A computer-generated landscape of hilly terrain with sparse vegetation and terraced slopes under a clear sky.
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