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

Part 6G. Foliage Shadows

1. We’re close enough to the foliage that we really notice the lack of shadows. Go to the Light Task Mode, select the Shadows category, and Create .

2. We’re creating a new Shadow with an attached Vector. A Shadow Component doesn’t require a bounding vector but it saves rendering time and increases Shadow quality.

Screenshot of software interface for creating a shadow with an attached vector. Tabs include Summary, Mouse, Conform, and Vector Appearance. Various attributes such as Elevation and Weight are shown.

3. Go to the Plan view and digitize a polygon around the Lake View Camera view area.

A grayscale topographic map with various black lines, green contours, a red "X" marker, and a triangular overlay. The map is displayed on a software interface with toolbar icons at the top.

4. Name it Lake View and confirm the operation. Close out the Component Gallery.

Dialog box with the prompt "Enter a name for the new object" and text field filled with "Lake View". A cursor is pointing at the "OK" button.

5. Turn to the Cast Shadows page and select Cast. This controls the casting of shadows by terrain and foliage. Shadow-casting of 3D Objects and Clouds is controlled by their respective editors.

A screenshot of the Shadow Editor settings showing options for shadow casting and shadow map quality, including minimum shadow casting foliage height, shadow offset, and additional vertical range.

6. The Receive Shadows page determines what shadows will be received by the terrain.

A software interface for "Shadow Editor - Lake View" showing the "Receive Shadows" settings with options for terrain, foliage, 3D objects, cloud shadow maps, and volumetrics, with intensity set to 75%.

7. Save the project and render a preview. The Status window will show that Shadow calculations have been added to the rendering process.

A minimized window shows the title "DEM 1/2 Shadows" with a blue bar and a red X button on the right.

8. Go to the lower S@G tab and open the Terrain Parameter Editor. The last time we talked about fractal depth methods, we learned that Variable was for images and Fractal Maps were for animation. If you are rendering Shadows, use Fractal Maps regardless of whether it’s an image or animation. You’ll get more accurate Shadows. If you choose the Variable method, some trees may not have shadows and vice versa.

Screenshot of the Terrain Parameter Editor window. The interface includes options for fractal maps, maximum pixel settings, and general feature controls for a terrain parameter named "YNP6 Terrain Param.

9. Fractal Depth Maps are calculated using enabled Render Job Cameras, so let’s add the Lake View Camera to a Render Job. Go to the Render Task Mode and expand the Render Jobs category. Open the YNP6 Render Job.

A software interface showing the Render Job Editor with fields for name, priority, camera selection, and render options, along with buttons for editing and managing scenarios.

10. It’s using the Main Camera, so change it to the Lake View Camera.

A software interface for setting up a render job. It shows options for naming, enabling, and setting priority. A dropdown menu is open under "Camera" with "Lake View" highlighted.

11. Bring the Terrain Parameter Editor forward and Create Fractal Maps.

A screenshot of the Terrain Parameter Editor showing options for fractal maps, including enabling, maximum fractal depth, vertical displacement, phong shading, and other general settings.

12. Start with frame 0 and end at frame 0.

Input dialog box requesting the first frame to scan for Fractal Map generation with text field, and OK and Cancel buttons. The cursor is on the OK button.
Dialog box with the prompt "Enter the last frame to scan for Fractal Map generation." Below, there's a text input field with the action buttons "OK" and "Cancel." A cursor is pointing at the "OK" button.

13. VNS will make a Maximum Fractal Depth suggestion, but we’ll leave it at 3 because we already it gives us the detail we need.

A screenshot of the Terrain Parameter Editor window for YNP6 Terrain Param. The window displays settings for maximum pixels, fractal maps, and features like enabled status, shading, and level of detail.

14. Open another Lake View Camera view in the upper right view.

15. Save the project and render a preview.

A computer-generated image of a lake surrounded by dense forests, with a path cutting through the trees. The water reflects the greenery and trees, and the landscape includes a hilly area in the background.

16. Bring the Shadow Editor forward. By default, Shadows are recalculated for each render. That’s good, since changes to Lights, foliage, and terrain mean changes to Shadows. Once we’re done moving Lights and the foliage is set, Use File will calculate the Shadow Map once, save it, and use it for subsequent renders. This saves a lot of render time.

Screenshot of a Shadow Editor in Lake View application showing settings for shadow casting and shadow map quality, with options for elevation angle vectors and shadow offset from terrain.

17. You may have noticed some faint ‘shadow facets’ on the right bank of the stream. VNS 3’s new terrain phong shading has made this effect much less common than it was in VNS 2. If you see it, try increasing the Shadow Offset from Terrain. A value of 0.5 meters did the job here.

Screenshot of a software interface labeled "Shadow Editor - Lake View" displaying settings for shadow casting and shadow map quality, with various options and input fields available for adjustment.

18. Save the project and render a left preview.

Digital rendering of a forest with a large number of leafless trees by a calm lake, viewed from above.

19. The Beach is a little too smooth. Bring the Lake Editor forward. Turn to the Beach page.

Screenshot of the Lake Editor editor window displaying options for editing beach material properties, such as material gradient, diffuse color, intensity, luminosity, transparency, reflectivity, and bump intensity.

20. Change the Material Bump Intensity to 25%. Add a Bump Map Texture and keep the default settings.

Screenshot of a Lake Editor interface showing settings for the beach material. Includes options for Diffuse Color, Strata, Overstory, Understory, and various intensity and texture controls.

21. Save the project and render a preview.

A computer-rendered image of a lake with a dense forest of trees on its bank. The interface shows menu options and icons at the top of the software screen.
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