WorldBuilder
4 Basics: Part 3, Introduction
Welcome to Part 3 of our 4-part WorldBuilder Basics tutorial.
In
this tutorial, we will continue building the scene we started in
Parts 1 and 2. We will add water, and set the placing conditions
for the material and vegetation so that they will be consistent
with the water level.
We
will use OpenGL rendering mode to speed up moving the water
object around. For even faster rendering, we will hide all the areas
containing grass and vegetation.
NOTE:
The tutorial is designed to be used with the downloadable demo version
of WorldBuilder 4. Some features such as scene and rendered image
saving are disabled in this version. In order to follow along with
the tutorial example scene files, each of the tutorial's four parts
are available for download.
| Select
Areas 2 through 4 by Ctrl+clicking them. Also
you can Shift+click for a continuous selection, just as you
might do in Windows Explorer. Right-click
on the selection. It will bring up a pop-up menu with common
operations that are applicable to all objects in the selection.
Select
Hide.
When hidden, objects appear grayed out in the Scene Tree.
Render
the scene with OpenGL rendering.
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|
 |
OpenGL
mode is very convenient for many editing tasks, like adjusting
the location of objects. In this mode you can see just enough
of the scene even for very precise tuning.
|
| Use
the Creation Toolbar to create a Lake object.
It
is a simple square water surface with reflection, transparency
and ripples. Immediately, you will see the blue surface, which
represents the Lake object.
We
want to move the water slightly lower.
Select the Move tool.
Refresher:
You can do this by using the top toolbar or by right-clicking
in the Viewport which brings up a pop-up menu.
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|
Moving
objects with the manipulator gives real-time feedback on the location
of the water surface. You can zoom into the window to obtain greater
precision while moving the Lake object. If
dragging with the Manipulator does not allow you to move the object
with enough precision, then you can always enter a numerical value
for the object's Move property. For our scene, we're using a value
of approximately -4.31 (meters). |