WorldBuilder 4 Basics: Part 3, Adding Water and
Surface Properties
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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.
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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. |
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(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.
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Let’s
examine and adjust the Phong Photometry parameters
for our water surface.

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- 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.
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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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