Mode: All Modes
Panel: Shading/World Context → Preview
The world buttons let you set up the shading of your scene in general. It can provide ambient colour, and special effects such as mist, but a very common use of a World is to shade a background colour.
Background Image in Render
To use an image as your render background, see BackBuf images specified in the Output Panel
Background Image in 3D
To use an image as a background image in your 3D view, for example as a reference when doing a model, see using a Background Image
- HoR, HoG, HoB
- The RGB color at the horizon
- ZeR, ZeG, ZeB
- The RGB color at the zenith (overhead)
These colors are interpreted differently, according to the Buttons in the Preview Panel (Background colors):
- None Enabled
- If none of these three buttons is checked, your background will just be plain flat color (using the horizon one).
- The background color is blended from horizon to zenith. If only this button is pressed, the gradient runs from the bottom to the top of the rendered image regardless of the camera orientation.
- If this option is added, the gradient produced has two transitions, from nadir (same color as zenith) to horizon to zenith; the blending is also dependent on the camera orientation, which makes it more realistic. The horizon color is exactly at the horizon (on the x-y plane), and the zenith color is used for points vertically above and below the camera.
- If this option is added, the gradient keeps its characteristics, but it is clipped in the image (it stays on a horizontal plane (parallel to x-y plane): what ever the angle of the camera may be, the horizon is always at the middle of the image).
Instead of a color, or blend of two colors, Blender can use an 2D image which it maps to a very large Box or sphere which encompasses the entire scene, or which it maps to a virtual space around the scene.
The World Buttons also provide a stack of texture channels. They are used much like the Materials textures, except for a couple of differences (Texture buttons). The textures can be mapped according to:
- The default orientation, aligned with the co-ordinates of the final render
- Used to wrap a standard hemisphere angular map around the scene in a dome. This can be used for image based lighting with Ambient Occlusion set to sky color. You'll generally need a high dynamic range image (HDRI) angular map (the look like a weird spherical image).
- Sphere mapping, similar to that of materials
- Wrap the rectangular texture around in a cylinder, similar to that of materials
- Position the texture relative to a specified object's local texture space
The texture affects color only, but in four different ways:
- Makes the Horizon color appear where the texture is non-zero
- Affect the color of the horizon
- Affect the zenith color overhead
- Affect the zenith color underneath