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Getting Started with VNS 3: Roads & Buildings
Getting Started with VNS 3: Roads & Buildings

Part 7B. Barrier Fence

1. We can’t have a highway just end without warning, so let’s add one. We’ll use a Wall, another useful VNS feature in the 3D Object Task Mode. Right-click the Walls category and Add Component of this type. We’ll use an existing vector to control it.

A software interface showing a dropdown menu with options related to 3D materials, including adding components of a selected type. An arrow cursor is pointing to "Add Component of this type.

2. Name it End of the Road. Expand the Walls category in the Scene-at-a-Glance.

A screenshot of a Wall Editor settings window titled "End of the Road", showing options for enabling panels, setting heights relative to vector elevation, and vector placement details.

3. Copy the Dead End vector from the lower S@G tab to End of the Road Wall.

Screenshot of the Visual Nature Studio 3.0 software interface showing a menu with options for 3D materials, objects, and labels. The cursor is hovering over the "End of the Road (W)" label under "Walls".

4. Make the Height Relative to Ground Elevation. Increase Panel Top Height to 3 meters.

Screenshot of a Wall Editor software window showing options to enable features and set heights for panels and roof with the panel top height currently set to 3 meters.

5. Go to the Panels page and create a Diffuse Color Texture.

Screenshot of a Wall Editor interface showing Panel Material Gradient and Diffuse Color options, with a "Create Texture" tooltip highlighted.

6. Choose Stripes from the Selected Element dropdown list. View From the South-Y.

A screenshot of a texture editor showing settings for a diffuse color element. The interface includes color gradients, procedural parameters for position, size, and brightness, and various viewing options.

7. In the Colors section, change the left pin color to white.

Screenshot of a texture editor interface showing settings for stripes. Adjustments for opacity, color, and size can be seen, along with various controls like procedural parameters and position coordinates.

8. Change the right pin color to red.

Texture Editor interface showing diffuse color settings. The selected element is "Stripes" with adjustable colors, procedural parameters, and size & position options. A striped preview is visible on the right.

9. Go to the Size & Position section and open the Rotation tab. Change the Y axis value to 45° to complete the warning barrier texture. Close the Texture Editor.

A software interface for a texture editor titled "End of the Road Material Diffuse Color" displaying color gradient, stripes pattern, and various adjustable parameters for textures.

10. Save the project and render a preview. The barrier is mostly hidden because it’s resting on the ground beyond the highway. This will fix itself when we raise a pad for the development. We can’t see the barrier texture because the Wall is lit from behind.

A road abruptly ends with a red and white striped barricade, with a forested area visible in the background.

11. Go to the Wall Editor Panels page and Show Advanced Features

Screenshot of a wall editor software interface. The image shows options for panel material settings, including diffuse color, strata, intensity, and bump intensity, with a tooltip labeled "Show Advanced Features.

12. Increase the Luminosity to 50%. This is not a magical number. Like many VNS values, it depends on the scene and lighting and is the result of trial and error.

Screenshot of a Wall Editor software interface displaying options for adjusting panel material properties, including diffuse color, luminosity, transparency, specularity, reflectivity, and bump intensity.

13. Save the project and render a preview.

A road with a red and white striped barrier blocking it. Forested area and a cloudy sky in the background.

14. This is a simple application of a very powerful tool. For a look at using Walls to raise city buildings, explore the NYC project in the Demos folder.

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