The WorldButtons

The settings in this ButtonsWindow visualise the World DataBlock. It is linked to a Scene, and can therefore be reused by other Scenes. This block contains the settings for standard backgrounds ('sky'), mist effects and the built-in star generator. The ambient colour and exposure time can be set here as well.

World Browse

Select another World from the list provided, or create a new block.


Give the current World block a new and unique name.


If the World block has more than one user, this button shows the total number of users. Press the button to make the World "Single User". An exact copy is then created.

Remove Link

Delete the link to the World.

Sky options.

Where the alpha in the rendering is less than 1.0, a sky colour is filled in. The alpha is then no longer usable for post-processing (unless the sky is black).


This option renders the background, e.g. a sky, with a natural progression. At the bottom of the image is the horizon colour, at the top, the colour of the zenith. The progression is not linear, but bent in the shape of a ball, depending on the lens value of the Camera.


The option "Real" makes the position of the horizon real; the direction in which the camera is pointed determines whether the horizon or the zenith can be seen. This also influences the generated texture coordinates.


This option makes the "Blend" (if this is selected) or the texture coordinates completely flat, at 'viewport' level.

ZeR, ZeG, ZeB

The colour of the zenith. This is the point directly above or directly below an observer (on the earth!).

HoR, HoG, HoB

The colour of the horizon.

AmbR, AmbG, AmbB

The colour of the environmental light, the ambient. This is a rather primitive way to make the entire rendering lighter, or to change the colour temperature.


This slider defines the gravity for the realtime part of Blender.


The lighting time, exposure. In fact, this causes a global strengthening or reduction in all the lamps. Use this to give the rendering more contrast.


Activates the rendering of mist. All rendered faces and halos are given an extra alpha value, based on their distance from the camera. If a 'sky' colour is specified, this is filled in behind the alpha.

Qua, Lin, Sqr

Determines the progression of the mist. Quadratic, linear or inverse quadratic (square root), respectively. "Sqr" gives a thick 'soupy' mist, as if the picture is rendered under water.


The start distance of the mist, measured from the Camera.


The depth of the mist, with the distance measured from "Sta".


With this option, the mist becomes thinner the higher it goes. This is measured from Z = 0.0. If the value of "Hi" is set to zero, this effect is turned off.


Blender has an automatic star generator. These are standard halos that are only generated in the sky. With this option ON, stars are also drawn in the 3DWindow (as small points).


The average distance between two stars. Do not allow this value to become too small, as this will generate an overflow.


In reality, stars are light years apart. In the Blender universe, this distance is much smaller. To prevent stars from appearing too close to the Camera, you can set a "MinDist" value. Stars will never appear within this distance.


The average screen dimensions of a star.


This value randomly selects star colour.

Texture Channels

Texture name

A World has six channels with which Textures can be linked. This is only used for the sky. Each channel has its own mapping; i.e. the effect the texture has on the sky. The settings are in the buttons described below.

Mapping: coordinates input.

Each Texture has a 3D coordinate (the texture coordinate) as input. A sky has three options for this.

Object Name

The name of the Object that is used as a source for the texture coordinates. If the Object does not exist, the button remains empty.


Each Object in Blender can be used as a source for texture coordinates. To accomplish this, an inverse transformation is used to obtain the local Object coordinate. This links the texture to the position, dimensions and rotation of the Object.


The view vector of the camera is passed on to the texture.

Mapping: transform coordinates.

Use these buttons to more finely adjust the buttons texture coordinate.

dX, dY, dZ

The extra translation of the texture coordinate.

sizeX, sizeY, sizeZ

The extra scaling of the texture coordinate.


The name of the Texture block. Use this button to change the name.

Texture Browse

Choose an existing Texture from the list provided, or create a new Texture Block.


The link to the Texture is erased.


If the Texture Block has more than one user, this button shows the total number of users. Press the button to make the Texture "Single User". An exact copy is then created.

Auto Name

Blender assigns a name to the Texture.

Mapping: Texture input settings.

These buttons pass extra information on to the Texture.


Textures are normally executed one after the other and layed over one another. A second Texture channel can completely replace the first one. This option sets the mapping to stencil mode. No subsequent Texture can operate where this Texture is operating. Neg (TogBut) The Texture operation is reversed.


This option causes an RGB texture (works on colour) to be used as an Intensity texture (works on a value).

R, G, B

The colour that an Intensity texture blends with the current colour.


The value that an Intensity texture blends with the current value.

Mapping: output to.


The texture works on the colour progression in the sky.


The texture works on the colour of the horizon.


The texture works on the colour of the zenith above.


The texture works on the colour of the zenith below.

Mapping: output settings.

These buttons adjust the output of the Texture.


The Texture blends the values.


The Texture multiplies the values.


The Texture adds the values.


The Texture subtracts the values.


The extent to which the texture works on colour.


The extent to which the texture works on the normal (not applicable here).


The extent to which the texture works on a value (a single variable).