3DNature

3D Landscape Design & Visualization Software published and supported by AlphaPixel

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Getting Started with VNS 3: Getting Started
Getting Started with VNS 3: Getting Started

Part 1D. Cameras

1. Double-click the Island Camera to open its Editor. Rename it Main and Enter. By default, perspective cameras are Targeted, with the target in the center of the terrain.

Screenshot of a Camera Editor window with various settings, such as camera name, type, and options for floating, targeted, panoramic, stereo, and realistic lens distortion.

2. Activate the Island Planimetric view and use the minus (-) key to zoom back a notch. The Main camera icon is highlighted in yellow because that’s the Component we just activated by opening its Editor.

A screen displaying 3D island planimetric mapping with topographical features highlighted in green and red, including crosshair markers and navigational tools at the top.

3. Go to the Main view and click the Move View button on the titlebar. Click-and-drags in the view will move the camera. Clicking outside the view turns off the function.

A 3D rendering of a mountain with green terrain and a blue sky, displayed on a computer screen with a toolbar at the top.

4. Left-click and drag left and right to move along the x-axis and drag up and down to move along the y-axis, toward and away from the target. You’ll also see the camera icon move in the planimetric view.

5. Right-click and drag up and down to move along the z, or elevation, axis. With a targeted camera, all movement is relative to the camera-to-target line of sight.

6. Click the Rotate View button on the titlebar. Left-click drag left and right to change the heading and up and down to vary the pitch.

A 3D-rendered image showing a jagged mountain peak on a green landscape with a blue sky background. The top bar displays various toolbar icons.

7. Turn to the Main Camera Editor Position & Orientation page. Watch the bank value change as you right-click drag left and right to change the bank angle.

A computer screen displaying a camera editor interface. The window shows options for adjusting position (latitude, longitude, elevation) and orientation (heading, pitch, bank) of the camera.

8. Select Default View Position on the titlebar to return the active camera view to its default location.

3D rendered image of a mountain peak with a sharp, jagged summit rising above a green landscape under a clear, blue sky.

9. Let’s use another method to position a camera to a new location. Alt+click the Main camera in the Island Planimetric view to activate it. Ctrl+click a new location a little west of where it is now. A Value Request box will pop up giving you the current terrain elevation at that point.

A software dialog box requesting a new elevation value for the camera, currently set at 1836.3239 meters, with "OK" and "Cancel" buttons.

10. Place the camera a few hundred meters above the ground at 2075 meters.

A computer screen displays a dialog box labeled "Value Request," prompting the user to enter a new elevation for the camera, with the value set to 2075. The cursor is positioned over the "OK" button.

11. Rotate the Main camera so you get something like this. Save the project.

A computer-generated image showing a green and brown mountainous terrain against a clear blue sky. The interface includes toolbar icons at the top.

11. Rotate the Main camera so you get something like this. Save the project.

A screen displaying a 3D rendering of a mountainous landscape with a prominent peak and green terrain at the base, set against a clear blue sky.

12. Render a preview. Information about the preview is shown on the Diagnostic Data (Diag) page in the lower Scene-at-a-Glance pane. If you can’t see all 13 buffers or channels, click and drag the divider bar above the pane upward.

A computer screen displaying various measurements and coordinates under a tab labeled "Diag"; includes distance, angles, and location data such as "Island Ground" and associated numeric values.

13. Click around the rendered scene and watch the Diagnostic Data window; it’s giving us values for each pixel in the render.

A computer screen with simulation software displaying a 3D terrain model on the right and detailed numerical data on the left sidebar. A mouse cursor points at the terrain model.

14. So far, we only have only 2 Components: Island Ground and Island Sky.

15. See the icon buttons along the left side of the window? RGB/HSV is currently selected, which is the usual color channel. We can also look at other buffers or channels in the render like Normal XYZ, Illumination, and Slope.

Normal XYZ buffer or channel
Normal XYZ buffer or channel
A computer screen displays 3D terrain modeling software. The left panel lists coordinates and measurements, while the right panel shows a grayscale rendering of a mountainous landscape.
Illumination channel
Slope channel
Slope channel

16. Aside from seeing your renders in a different light, so to speak, these buffers give you visual terrain information. We won’t be using them just yet, so click back into RGB space.

17. Let’s do something about the default Ground Effect. Go to the Land Cover Task Mode and expand the bold categories. We have an Environment, Ground Effect, and 2 Image Objects.

Screenshot of the Visual Nature Studio 3.0 software, displaying the toolbar with various icons and the project panel showing folders like 'Environments', 'Ground Effects', and 'Image Objects'.
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