Table of Contents
Blender provides a number of very interesting settings to complete your renderings by adding a nice background, and some interesting 'depth' effects. These are accessible via the Shading Context (F5) and World Buttons sub-context ( ) shown in Figure 13.1, “World Buttons”. By default a very plain uniform world is present. You can edit it or add a new World.
Relevant to Blender v2.31
The simplest way to use the World Buttons is to provide a nice
gradient background for images. The buttons in the World
Panel (Figure 13.2, “Background colors”)
allow you to define the color at the horizon (HoR,
HoG, HoB
buttons) and at the zenith (ZeR, ZeG, ZeB
buttons).
These colors are interpreted differently, according to
the Buttons in the Preview
Panel
(Figure 13.2, “Background colors”):
Blend
- The background
color is blended from horizon to zenith. If only this button
is pressed, the gradient runs from the bottom to the top of the rendered
image regardless of the camera orientation.
Real
- If this button is also pressed the
blending is dependent on the camera orientation. The horizon color
is exactly at the horizon (on the x-y plane), and the
zenith color is used for points vertically above and below the
camera.
Paper
- If this button is pressed
the gradient occurs on the zenith-horizon-zenith colors. Thus,
there are two
transitions on the image, which reflect the camera rotation
but which keep the horizon color to the center and the zenith
color to the extremes.
The World Buttons also provide a Texture
Panel with two Tabs.
They are used much like the Materials textures, except for a couple of differences
(Figure 13.3, “Texture buttons”):
There are only six texture channels.
Texture mapping
- Has only the
Object
and View
options, with View being the default
orientation.
Affect
- Texture affects color
only, but in four different
ways: It can affect the Blend
channel,
making the Horizon color
appear where the texture is non-zero; the color of the
Hori
zon; and the color of the Zenith, up or down
(ZenUp
, ZenDo
).