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WorldBuilder 4 Basics: Part 3, Adding Water and Surface Properties

Once we've moved the Lake object downward, the camera Viewport automatically re-renders in OpenGL mode.

After we are satisfied with the location of the Lake object, we can render it in a higher quality.

Before doing that, though, we need to perform some tweaking of the default water parameters.


In the Scene Tree, select and expand the Lake object (Water0) so that its default area is visible. Click on the area to access its properties in the Properties Tree.





For Generate Map, set Every Frame as the parameter. If we plan to tweak the scene or animate the camera, we need the reflection rendered in every frame.

Since we do not want to spend too much time re-rendering a high quality surface reflection, let's set a Quality value of 25 percent. This will make the reflective water surface render much faster.


(Make a note of the altitude at which we placed the Lake object.
We will use this number later.)

Let's render our scene in Production mode.

 

Let’s examine and adjust the Phong Photometry parameters for our water surface.


  • Lower Ambient and Diffuse values give the impression of clean transparent water, while higher values create a muddy opaque look.
  • A higher Power setting helps to generate an almost mirror-like look for the water.
  • High Specular values give brighter highlights.




Let's set the Color/Depth values.

Deep at defines the depth to which the water retains transparency. If this value is set too high, then the water may become almost entirely transparent, so we need to choose a value smaller than the default value.

 


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