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WorldBuilder 4 Basics: Part 3, Adding New Surfaces

Now we will add a ‘sandy’ material along the water to give greater definition to the shoreline.

Render the scene with Preview rendering. To add another material into Area 1 (full), select it and right-click on its properties, and then select Add.

Select Material in Area from the Texturing group and click OK. The material is initially created empty and will render itself black. We can add different components called Shaders to make the material look realistic.

Right-click Material in Area: ON and select Add. The Add command is context sensitive. Here it displays all of the available shaders that we can put into the material. Shaders are arranged into groups for easier navigation in the extensive list. We need Constant Color from the Texture/Color group. Click on Constant Color to select it.

Don't press OK yet.

Ctrl+click on another item – Phong Photometry, in the Photometry/Reflection group. It will allow you to add two shaders simultaneously to the material. Now press OK.

Here you see the two new components in the material that we are building.

 









Material components (shaders) have to work together to calculate the correct color of the object. While each of the shaders may create a very simple effect, their combination can create infinite variations of the object's color.
The Constant Color shader defines a generic solid color for the object. Without Phong Photometry it would look flat since it is not sensitive to the direction, color and intensity of light.

 


Pick a sand-like color here. This will define the base color of the sand. Phong Photometry allows you to define how the surface appearance is affected by the lighting. It needs some base color, which is usually provided by Constant Color Shader or Texture Shader. Photometry does not produce anything useful without a base color.





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