Advanced Properties>Black & White Only - but disable leaves color fill in some conditions.Background Render Settings>Open GL Options>Use Color (or disable).Three places to defeat color lines and fills in Viewport OIP Strangely, OGL rendered 3d objects retain their color unless OGL color pref is disabledīut, the above prefs can be set to the default (or custom) color options for convenience in Design Layer work and the colors can be controlled with Sheet Layer Viewport prefs. File>Document Settings>Document Preferences>Black and White Only.View>Rendering>Open GL Options>Use Color (or disable).Two drawing prefs to control color in design layers and viewports: This can be modified by editing the texture from the Resource Manager.I've seen and wondered about this, too. By default, decal textures only repeat once horizontally and vertically, with matte reflectivity and no bump or other textural options. The decal is placed on the object adjust its position, scale, and rotation with the Attribute Mapping tool or Object Info palette as described in Editing decal textures. Decal textures are nested on the Texture browser under the object or face to which they are applied. Soften the contrast by dragging the slider to the left.Ĭlick OK to create the decal texture and apply it to the selected object. This allows a wider range of pixels similar to the transparent color to be considered transparent.Īdjusts the mask edge contrast increase the contrast sharpness by dragging the slider to the right. An alternative way to designate the transparent color is to click this color box and select the color.ĭisplays a preview of the mask based on the current transparent color selection and settings in the preview, black pixels are transparent, and white pixels are opaqueĪdjusts the transparency tolerance drag the slider to the right to increase the tolerance level. If necessary, use the mouse scroll wheel to zoom into and out of the image, or click and hold the mouse wheel button to pan.ĭisplays the current transparent color. Select the transparent color by clicking a color in the image the resulting mask is displayed in the Transparent Color Mask preview. Images with a monochrome background are easiest to use when creating a mask transparency.ĭisplays the imported image. The source image must be more than eight-bit color to create a transparent color mask. If Transparent Color is selected, the Create Transparent Color Mask dialog box opens. Transparent Color: the color you select will be transparentĪlpha Channel: if available, the alpha channel transparency will be used Grayscale Pixels: darker pixels will be more transparent The Create Mask dialog box opens select the source for the mask. A new image can be imported for masking, or an existing image resource from the current file can be selected (including the current image). The Choose Decal Mask Image dialog box opens select the image mask to use. Otherwise, if creating an image mask, click Choose Image. If creating a rectangular mask decal, proceed to step 8. Opens the Choose Decal Mask Image dialog box, for selecting the image mask Masks the decal image per pixel using an image mask to determine which areas of the image are transparent or opaque Indicates the type of masking for the image decalĬreates a rectangular mask around the decal no further settings are required Sets the real-world size for each repetition of the texture by default, decal textures show only one repetition horizontally and vertically Textures and decals with any type of mapping can be edited with the Object Info palette.įrom the Texture browser on the Object Info palette Render tab, right-click on the list item for the textured entity and select Add Decal from the context menu.Ī decal applied to the overall texture displays on all faces/parts of the object.Ĭlick to show/hide the parameters. The underlying texture must have planar, spherical, cylindrical, or surface UV mapping for the decal to be edited with the Attribute Mapping tool. A decal can only be applied to an object with an underlying texture the map type of the texture determines the decal map type. The Cartoon Artistic Renderworks mode cannot display decals. Alternatively, use multiple decals to portray wainscoting on a wall or patterns on fabric.ĭecals must be rendered in a Renderworks mode. Use a decal to simulate a sign on a textured wall, for example. The decal can originate from an imported image file or a texture resource present in the file. Decals allow multiple textures to be applied to a single object or part of an object, over a base texture that is already applied to the object.
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