3D:Shader

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1. Shader window
1. Shader window

OptiTex 3D gives users the option to add textures and visual settings of materials to draping results to yield photo-realistic results. After the draping simulation finishes, a geometric representation of the garment is created. The material properties of the garment can now be changed while interactively viewing it in the 3D window.

Contents

Icon & Location

Texture Editor

  • Use the Texture Editor to add logos and to assign textures or layers of textures to pieces or to Zones.

File Types Supported

  • BMP
  • JPG
  • TIFF
  • PNG - Offers transparency options. PNG is used for logos and for textures which require areas of transparency (such as lacing).

Texture

  1. Select the piece to which the texture should be applied.
  2. Click on the Texture field. This will launch the Open dialog (image number 3), allowing you to load an image file as texture.
  3. In the Open dialog select the wanted image file.
  4. Once the file is loaded, a second row is available in order to assign a second texture. The second texture can be a logo or an additional layer (image number 4).
  5. To load a second texture click on the second Texture field.
3. Open dialog
3. Open dialog
4. The Texture Editor now has two rows available
4. The Texture Editor now has two rows available

Selection

  • To select a texture click on the number of row. The row will be marked in black to indicate it's selected.
5. Row number 1 is selected
5. Row number 1 is selected

  • To delete a texture:
    1. Click on the number of row. The row will be marked in black to indicate it's selected.
    2. Press the Delete key in the keyboard.

Example Of Layered Textures

  • In the following example we assigned two layers of textures to a pair of Jeans in order to have a "washed" effect.
  1. First we selected all the pieces.
  2. From the Texture field we loaded the Jeans texture (image number 6).
  3. Next we selected the Front piece.
  4. In the second row of the Texture Editor we loaded a *.png file with "whiskers" texture (image number 7).
  5. We selected the second row and selected Type Logo.
6. Denim texture in first row for all pieces
6. Denim texture in first row for all pieces
7. Whiskers texture in second row for the front piece only
7. Whiskers texture in second row for the front piece only

8. The result is Denim texture with washed effect of whiskers
8. The result is Denim texture with washed effect of whiskers

Location

  1. Before setting Left or Right Location, the piece itself should be assigned with matching Orientation. This is enabled either in the Pieces Table, in the Style Set window or in the Piece Properties window.
  2. Select the texture.
  3. Determine the location (Left/ Right/ Both) of the loaded texture. The location relates to pieces with pair definition.

Note - Left location will automatically flip horizontally the texture. To flip it back see Scale.

9. Logo located on the Left only
9. Logo located on the Left only

Type

Determine if the selected texture should be Pattern or Logo.

Pattern

The texture repeats over the entire piece. Notice that the image file itself has to be seamless in order to have a good repeated texture.

10. Non-Seamless texture
10. Non-Seamless texture
11. Seamless texture
11. Seamless texture

Logo

The Logo Type is used to display a selected texture as a single embellishment. Usually PNG files are used for Logos.

12. T-Shirt with Logo
12. T-Shirt with Logo

Offset

  • To Place a texture in an exact position change the Offset values.
  • Offset X will shift the texture according to the angle of the texture.
  • Offset Y will shift the texture perpendicular to the angle of the texture.
  • Position of texture can also be changed using the Move Texture Tool.
13. Stripes don't meet in default position
13. Stripes don't meet in default position
14. The texture was shifted so the front stripes would meet the stripes on the sleeve
14. The texture was shifted so the front stripes would meet the stripes on the sleeve

Offset Shortcut

  1. Ctrl+ select a piece after simulation ends.
  2. Hold Ctrl key and use either Arrows keys or Left mouse button to move the texture to either direction.

Scale

  • The Scale option has two uses:
    1. Adjust the size of the texture.
    2. Adjust the orientation of a texture.
  1. The size of the textures can be scaled down to 0.01 and has no limit upward.
    1. Scale X adjusts the hight of the image.
    2. Scale Y adjusts the width of the image.
  2. To flip texture's orientation first disable the Absolute option.
    1. To flip the texture Horizontally add - (minus) to whatever value set in the X value.
    2. To flip the texture Vertically add - (minus) to whatever value set in the Y value.
15. Flip texture by adding minus to the Scale value (Absolute unchecked)
15. Flip texture by adding minus to the Scale value (Absolute unchecked)

16. Notice the default orientation of the logo
16. Notice the default orientation of the logo
17. The logo was flipped horizontally
17. The logo was flipped horizontally
18. The logo was flipped vertically
18. The logo was flipped vertically

Absolute

  • While the Absolute option is checked the X and Y values change proportionally.
  • Disable the Absolute checkbox to adjust only X or only Y.

Scale Shortcut

  1. Ctrl+ select a cloth piece after simulation ends.
  2. Hold Ctrl+Alt keys and use either Up&Down Arrows keys or Right mouse button to scale the texture.

Angle

Change the Angle value to rotate the texture on selected piece/ pieces in a specific number of degrees.

  • Notice that the piece's baseline does not inflect the texture's angle.
  • The first time a texture is applied to a piece it is set according to the working area's X and Y axis. From then on, it would be the angle o of the piece's texture and any change of the angle would be in relation to the initial angle no matter how the piece is rotated, meaning that if the piece is not placed according (or perpendicular) to the baseline before the first time a texture is applied, then the angle would not conform to the baseline.
19. Front's texture in Angle 0
19. Front's texture in Angle 0
20. Front texture was rotated in 45°
20. Front texture was rotated in 45°

Rotate Shortcut

  1. Ctrl+ select a cloth piece after simulation ends.
  2. Hold Ctrl+Shift+Alt keys and use either Arrows keys or Right+Left mouse buttons to rotate the texture.

Baseline

Select this option to rotate the baseline according to the change in the texture's angle.

Operation
  1. Check the Baseline option.
  2. Change the Angle.
  3. Click Enter.

Repeat

Use Repeat X and/or Repeat Y to make a Logo reappear all across the texture's X and/or Y.

21. Logo's settings to repeat across Y
21. Logo's settings to repeat across Y
22. Logo repeating across Y
22. Logo repeating across Y

Cloth Logo

This is a new feature to Version 11. For more details click here

Material Editor

Glow

  • Move the slider to increase the Glow effect on a selected piece.
  • By specifying glow, an object appears to be giving off light. Since most real-world objects (except lights) don't emit light, you'll probably not use this feature too often.

Shininess

  • Move the slider to increase the Shininess effect on a selected piece.
  • By giving Shininess attribute to a piece, the cloth would appear as reflecting light.
23. The bag has a high Shininess definition in the main piece.
23. The bag has a high Shininess definition in the main piece.

Transparency

  • Move the slider to increase the Transparency effect on a selected piece.
24. The shirt has a high Transparency value so the undergarment can be seen from below.
24. The shirt has a high Transparency value so the undergarment can be seen from below.

Color

25. Color
25. Color
26. Color options box. The 'Other' button is marked with red rectangle
26. Color options box. The 'Other' button is marked with red rectangle

  1. Select a color from the Color Picker
  2. Select a shade from the slider on the right.
  3. Select a basic color from the Color options box.
    1. Click on the 'Other' button (Image 26) to Launch the Color dialog (Image 27).
27. Color dialog
27. Color dialog

Color Dialog

Basic Colors

Displays the Basic Colors available.

Custom Colors
  • Displays any custom colors defined by the user.
  • To define a new custom color click on an empty Custom Color box, define the color in the Color Matrix and click 'Add To Custom Colors'.
Color Matrix

Define a color either by the Color Picker, by RGB values or by Hue/Saturation Values.

Apply To Embroidery

  • This option is used to apply a certain color on selected Logo only. All the pixels in the image will be colored with the selected color.
  • Use this option with PNG files which have Alpha channel (transparency) only.

Operation

  1. Select the piece.
  2. Select the texture of the Logo.
  3. Select the Apply To Embroidery option.
  4. Select the color you wish to apply.
28. Logo with original colors
28. Logo with original colors
29. Logo with red color applied
29. Logo with red color applied

Default Material

Click on the 'Default Material' button to reset all previous material properties.

Name

Zone Shaders

Shortcuts

Related Subjects

Personal tools
Marker