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The World and The Universe
Blender provides a number of very interesting settings to complete
your renderings with a nice background, and some interesting
'depth' effects. These are accessible via this icon
which brings up the World Buttons shown in Figure 1.
The World Background
The simplest use of the World Buttons is to provide a nice
gradient background for images.
The background buttons (Figure 2)
allow you to define the colour at the horizon (HoR, HoG, HoB
buttons) and the colour at the zenith (ZeR, ZeG, ZeB
buttons).
Figure 2. Background colours
These colours are then interpreted differently, according to
which Buttons at the top of Figure 2
are selected:
Blend - The background
colour is blended from Horizon to Zenith. If only this button is pressed,
then the gradient occurs from bottom to top of the rendered image regardless of camera
orientation. Real - If this button is also pressed the
blending is dependent on camera orientation. The Horizon colour
is there exactly at the horizon, that is on the x-y plane, and the
zenith colour is used for points vertically above and below the camera. Paper - If this button is pressed
the gradient occurs on Zenith-Horizon-Zenith colours, hence there are two
transitions, not one, on the image taking into account camera rotation
but keeping the horizon colour to the centre and the zenith
colour to the extremes.
The World Buttons also provide some texture buttons. Their basic usage is
analogous to Materials textures, except for a couple of differences
(Figure 3):
There are only 6 texture channels.
Texture mapping - Only has the Object
and View options, View being the default
orientation. Affect - Texture just affects colour, but in four different
ways: it can affect the Blend channel, making the Horizon colour
appear where the texture is non-zero; it can affect the colour of the
Horizon, or the colour of the Zenith, up or down
(Zen Up, Zen Down)
Figure 3. Texture buttons |