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Getting Started with VNS 3: Lakes & Streams
Getting Started with VNS 3: Lakes & Streams

Part 6D. Lake

1. Half our job is done; we have a lakebed. Go to the Water Task Mode, select the Lakes category, and Add Component of this type.

Context menu open in Visual Nature Studio software, showing options like "Add Component of this type," with a cursor hovering over the selected option. "Lake View" window is partially visible.

2. Expand the Lakes category.

A screenshot of the Visual Nature Studio 3.0 software interface showing the 'Lakes' and 'Streams' options in a dropdown menu, highlighted by a cursor selecting the 'Lakes' option.

3. Go to the lower Scene-at-a-Glance list to the Vectors category.

A computer screen shows a software interface with a menu list. An item labeled "Lake (Vector)" is highlighted, and a cursor points to it.

4. Click and drag the Lake Vector up and drop it on the Lake. Confirm the operation.

Screenshot of the Visual Nature Studio 3.0 software interface, displaying a navigation pane with options including Lakes, Streams, and Wave Models, with a cursor pointing to "Lake (Lake).

5. In the Lake Editor, enter an Elevation of 2063 meters.

Screenshot of a Lake Editor software interface showing tabs for General, Water, Beach Height, Beach, and Foliage. The Lake Elevation is set to 2063 meters with options for elevation settings and vector placement.

6. Save the project and render a preview.

A computer-rendered landscape featuring a grassy hill with a sloping incline ending in a narrow sandy shore beside a body of water.

7. Go to the lower S@G tab and open the Terrain Parameter Editor. Increase the Maximum Fractal Depth to 3. Save the project and render a preview. This gives us more detail along the beach.

A computer-generated image showing a grassy landscape with hills and a body of water at the bottom. The title "Lake View" appears in the top left corner.

8. Let’s darken the beach. Bring the Lake Editor forward. Go to the Beach page and open the Diffuse Color Color Editor.

Screenshot of the Lake Editor showing the Beach Material settings, including options for Diffuse Color, Strata, Overlay, Understory, and Bump Intensity.

9. Choose a medium brown and Keep it.

Screenshot of a color editor window showing settings for RGB, Hue, Sat, Val, and Intensity. A gradient color spectrum is visible, along with options to keep or cancel the selection.

10. On the Beach Height page, change the Beach Height Minimum to 2 meters. Combined with the default Beach Height Variation of 0.5 meters, Beach Material will be rendered 1.5-2.5 meters above the Lake Elevation.

Screenshot of a Lake Editor software window showing settings for Beach Height and Reference Elevation, with options for minimum beach height set to 2 meters and variation set to 0.5 meters.

11. Go to the Water page and Show Advanced Features

Screenshot of the Lake Editor interface showing tabs for General, Water, Beach Height, Beach, and Foliage. The Water tab displays a message: "Controls in this area are hidden. Use Show Advanced Features to reveal them.

12. To create different colors for shallow and deep water, we’ll need a Material Gradient driven by water depth. Show Material Controls and rename the Material Shallow.

A screenshot of the Lake Editor interface with the "Material Gradient" section open. The "Selected Material" is named "Shallow" and blend mode is set to "Full Blend". Various other settings are visible.

13. Click on the right side of the color gradient to add another pin. Name it Deep.

Screenshot of a software interface labeled "Lake Editor." A “Material Gradient” scale is being adjusted with options like "Material Gradient Driver," "Selected Material," and "Blend Mode" visible.

14. Create a Material Gradient Driver Texture to drive the Water Materials.

Screenshot of the Lake Editor settings in a software interface. The "Create Texture" option is highlighted with various adjustable parameters visible, including material gradient, name, and position.

15. Choose Dynamic Parameter from the Selected Element dropdown list.

Screenshot of a graphical user interface for a texture editor titled "Lake Water Material Driver". Various texture options are available including "Fractal Noise" and "Gradient". Multiple editing tools are displayed.

16. Select Water Depth as the Parameter.

A software interface titled "Texture Editor - Lake Water Material Driver (%)". The interface includes options for Elements, Values, Procedural Parameters, and various dropdown menus and checkboxes.

17. Leave Input Low at 0 meters and change Input High to 30 meters. Close the Texture Editor.

Screenshot of a Texture Editor window labeled "Lake Water Material Driver," displaying controls for dynamic parameters, procedural parameters, and preview options. Various numerical inputs are visible.

18. This gradient will cause the Shallow Water Material to render at a depth of 0 meters and Deep Water Material to render at depths of 30 meters and beyond.

19. Show Material Controls again to hide its window.

20. Select the Shallow pin and open the Diffuse Color Color Editor. If you forget which pin is which, check the Active Item window on the Animation Toolbar. It reads Lake Water Shallow.

A screenshot of the Lake Editor interface with tabs for water settings. Options include Material Gradient, Diffuse Color, Intensity, Luminosity, Specularity, and other adjustable parameters.

21. Raise the Value to 40 and the Green to 100. Close the editor.

A screenshot of a color editor interface displaying values for RGB, HSB, and intensity, with a color gradient square and slider for selection. Buttons include "Keep," "Cancel," and options for sampling color.

22. Increase the Optical Depth to 5 meters to make the Shallow water more transparent.

Screenshot of a Lake Editor dialog box displaying settings for water properties, including intensity, luminosity, specularity, reflectivity, and optical depth among others.

23. Save the project and render a preview.

A digital rendering of a hilly landscape, with a body of water in the foreground and grassy terrain leading up to a hill in the background. The image is titled "Lake View" in the window frame.

24. To add a little breezy roughness to the Shallow water, go to the Waves tab and increase the Added Roughness to 0.25 meters. Create a texture.

Screenshot of a "Lake Editor" tool interface showing tabs for General, Water, Beach Height, Beach, and Foliage. The Water tab displays controls for material gradient, added roughness, and bump intensity.

25. Choose the F1 Cell Basis Element.

A software interface for editing textures with multiple dropdown and input fields. The user has selected "F1 Cell Basis" from the "Selected Element" category under "Elements.

26. Change the X and Y Size to 2 meters

Screenshot of a texture editor with various options including values for Low, High, Procedural Parameters, Position & Scale, and Element previews.

27. To animate the texture, select the Velocity tab. Change the Z value to 0.5 m/s. Close the Texture Editor.

Screenshot of a texture editor with various adjustable settings. Contains parameters for opacity, values, coordinate space, and previews of the texture labeled "Lake Shallow Roughness (%).

28. To copy the Shallow Water Material Roughness to the Deep Water Material, select Roughness Texture Operations and Copy Texture.

Lake Editor menu interface with tabs for General, Water, Beach Height, Beach, and Foliage. Textures, material gradient, and options like Edit and Copy Texture are visible.

29. Select the Deep Water Material pin in the Material Gradient.

Screenshot of a Lake Editor software interface showing the Material Gradient selection and tabs for Water, Elevation, Foam, and Waves settings.

30. Change the Added Roughness to 0.25 meters. Select Texture Operations and Paste Texture. Confirm the operation.

A screenshot of a "Lake Editor" software interface showing options for editing lake attributes, including water gradient, added roughness, bump intensity, and paste texture.
A dialog box with the message "Copy Roughness (%) (Texture) to Roughness (%) (Texture)?" and two buttons labeled "OK" and "Cancel." The cursor is hovering over the "OK" button.

31. Save the project and render a preview.

A digital simulation of a lake view shows a grassy hill sloping into a body of water under a clear sky. Various tool icons are visible at the top of the window.

32. Water surface detail is dependent on terrain resolution and Fractal Depth. The 10-second LakeViewWater.mov animation in the VNS 3 DVD animation folder shows the water rendered at a Maximum Fractal Depth of 3.

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