Graphics Programs Reference
In-Depth Information
Skydome
1. Let's start by selecing the skydome object and seing its shading mode to smooth
(the Smooth buton in the Tool Shelf sidebar).
2. Then let's go to the Properies Editor, click on the World tab, and adjust its seings
as follows:
F World panel:
Real sky: Enabled
Horizon Color: 0.0 Red, 0.0 Green, 0.0 Blue
Zenith Color: 0.0 Red, 0.0 Green, 0.0 Blue
3. Ater seing the properies for the world background, let's go to the Texture tab in
the Properies Editor, select the irst texture slot, and add a new texture. Change the
name of the texture to skymap and set it as follows:
F Type: Image or Movie
F Coordinates: Sphere (Mapping panel)
F Influence panel:
Blend: Disabled
Horizon: Enabled
Blend: Add
Now let's click on the Open buton in the Image panel and load the image called
Sky_horiz_6.jpg from the tex folder in the project's directory, to get the texture
complete.
Note that this texture is related to the world background, and not to any material—
take a look at the row of butons just below the preview and you'll see a buton
itled World . The final result of this process is that the world background will use the
skymap texture and the mapping will cause it to look like a real sky surrounding our
scene. However, since our project is going to run in the Blender Game Engine, we
need to bake this texture into the skydome object's material.
Before atemping to bake, it's necessary to set an appropriate material on the
skydome object, so that it receives every color exactly from the surrounding skymap.
4.
5.
Let's go to the Material tab in the Properies Editor, add a new material for the
skydome object, and set the material's name as perfectGlass . We then just need
to go to the Mirror panel, enable it, and then set the Reflectivity all the way up to 1 .
Since the bake informaion must be embedded within an image, we need to create
a new image that will be used for that purpose.
 
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