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blender-manual-2.49a-1ark.i586.rpm

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>Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH
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>The World and The Universe</H1
><P
>&#13;      	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 (<B
CLASS="keycap"
>F5</B
>)
		and World Buttons sub-context
		(<B
CLASS="guiicon"
>&#13;  		<IMG
SRC="PartM/world/gfx/WorldButton.png">
  		</B
>)
		shown in <A
HREF="c5652.html#BSG.WOR.F.S68.101"
>Figure 1</A
>. By default a very plain uniform world 
                is present. You can edit it or add a new World.
    	</P
><DIV
CLASS="figure"
><A
NAME="BSG.WOR.F.S68.101"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/world/gfx/WorldButtons.png"></P
></DIV
><P
><B
>Figure 1. World Buttons</B
></P
></DIV
><DIV
CLASS="section"
><H1
CLASS="section"
><A
NAME="world_background"
></A
>The World Background</H1
><P
>&#13;			The simplest way to use the World Buttons is to provide a nice
			gradient background for images. The buttons in the <TT
CLASS="literal"
>World</TT
>
			Panel (<A
HREF="c5652.html#BSG.WOR.F.S68.102"
>Figure 2</A
>) 
			allow you to define the color at the horizon (<TT
CLASS="literal"
>HoR, 
			HoG, HoB</TT
>
			buttons) and at the zenith (<TT
CLASS="literal"
>ZeR, ZeG, ZeB</TT
>
			buttons).
		</P
><DIV
CLASS="figure"
><A
NAME="BSG.WOR.F.S68.102"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/world/gfx/WorldBackground.png"></P
></DIV
><P
><B
>Figure 2. Background colors</B
></P
></DIV
><P
>&#13;			These colors are interpreted differently, according to 
			the Buttons in the <TT
CLASS="literal"
>Preview</TT
> Panel
			(<A
HREF="c5652.html#BSG.WOR.F.S68.102"
>Figure 2</A
>):
		</P
><P
></P
><UL
><LI
><P
><TT
CLASS="literal"
>Blend</TT
> - 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.</P
></LI
><LI
><P
><TT
CLASS="literal"
>Real</TT
> -  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.</P
></LI
><LI
><P
><TT
CLASS="literal"
>Paper</TT
> - 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.
		</P
></LI
></UL
><P
>&#13;			The World Buttons also provide a <TT
CLASS="literal"
>Texture</TT
> Panel with two Tabs. 
			They are used much like the Materials textures, except for a couple of differences
			(<A
HREF="c5652.html#BSG.WOR.F.S68.103"
>Figure 3</A
>):
		</P
><P
></P
><UL
><LI
><P
>There are only six texture channels.
			</P
></LI
><LI
><P
><TT
CLASS="literal"
>Texture mapping</TT
> - Has only the 
			<TT
CLASS="literal"
>Object</TT
>
			and <TT
CLASS="literal"
>View</TT
> options, with View being the default
			orientation.</P
></LI
><LI
><P
><TT
CLASS="literal"
>Affect</TT
> -  Texture affects color 
			only, but in four different
			ways: It can affect the <TT
CLASS="literal"
>Blend</TT
> channel, 
			making the Horizon color
			appear where the texture is non-zero; the color of the
			<TT
CLASS="literal"
>Hori</TT
>zon; and the color of the Zenith, up or down 
			(<TT
CLASS="literal"
>Zen Up</TT
>, <TT
CLASS="literal"
>Zen 
			Down</TT
>)</P
></LI
></UL
><DIV
CLASS="figure"
><A
NAME="BSG.WOR.F.S68.103"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/world/gfx/WorldTextures.png"></P
></DIV
><P
><B
>Figure 3. Texture buttons</B
></P
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