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.