Home                Company                Products                Gallery                Store                Links

« Previous page

Making Snow in WorldBuilder - Introduction

In this tutorial, we will create a snowy landscape. We will use Material Property tools to create snow on the ground, and we will edit the characteristics of the Compound Sky. We’ll also utilize WorldBuilder’s Rain/Snow tool to create the falling snowflakes.

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. An example scene file is available for download.

Let's get started.

Open Worldbuilder and the default scene. Several necessary elements of our scene are already loaded, including a Landscape mesh object.

In order to view the entire scene, let’s ‘zoom out’ our view. Select Landscape0 in the Scene Tree, and then -in the View Tools- click on Zoom Extents All Selected button.

To create some interesting landscape features, let's use a Skeleton Line set from our Demo Library.

You can open the library two ways:

  • click on the Library Window button at the lower left of the WorldBuilder interface; once the window is open, right-click to open DEMO.ODB.
  • click and pull down to WorldBuilder Demo Library.

In the Library window, select reef03 from the skeletons group. Drag reef03 into the Scene Tree.



Open a new Camera Viewport by double-clicking on Camera01 in the Scene Tree.

Using the Move manipulator, drag the camera in any of the 4 viewports, checking the image composition in the Camera Viewport.

We want to include more of the scene within the camera frame. This is like using a 'wide angle' lens with our camera.

In the Property Tree, select Projection and increase the FOV (Field of View) parameter from the default value of 48 to 60.

Because we're going to be simulating a diffuse overcast lighting scheme, position the light high in the scene. Be sure to leave enough areas in shadow so that the scene is not lit too ‘flatly’.

Check your lighting position by using Smooth OpenGL rendering in the Camera View.

« Previous page