3D:Shader - V11
- The definition of the Shader window is to display Shader DATA information.
- 3D Shader gives users the option to add texture images and change overall material visual settings.
- The manipulation of Shader settings will render photo-realistic results for the simulated cloth draped in the 3D Model window.
- NEW! V11 now enables the user to assign a single shader to multiple pieces, stitches (includes darts) or buttons.
- The V11 user is encouraged to work multiple shaders with the help of the new Shader Manager window.
- Refer to Comparison to V10 section to further understand the new V11 workflow process.
Contents |
Comparison to V10
- Pane displays shader information is a Grid type format.
- More ways to modify the setting values: editing a numerical value (exact), moving the slider (visual) or clicking the spin control arrows (increments).
- Shader setting changes can be viewed interactively on the 3D Model window (in certain situations, the Refresh feature will be required).
- A single Shader can be connected to more than 1 piece or stitch.
- User is able to manipulate texture image layers by new Texture Editor feature buttons.
- Some commands are disabled in order to better guide the user into automatic and relevant workflows. Refer to Help description to unlock certain specific features.
Notice: Opening a file previous to V11 will generate a unique shader for each piece and stitch. To temporarily resolve this situation, sort and determine common shaders to assign to all pieces or stitches. OptiTex intends to release a service pack to resolve this issue by automatically compacting common shaders.
Icon & Location
Window
Current Shader
Upon Selection, this section will inform the user of the current shader type and shader name.
Open Shader Manager Button
- This shortcut button is to open the Shader Manager window, when it is closed.
- The Shader Manager is a management window that enables you to create and manage Shaders that are connected to the different parts of your 3D simulated cloth.
Texture Editor
Use the Texture Editor to add texture images to a shader and to assign them a specific layer position.
Add Layer
- Click this feature button to add a texture image to your current shader. This will launch the Open dialog.
- Image file types supported: BMP, JPG, TIFF and PNG. (Note that PNG are used for textures which require areas of transparency such as lacing.)
- Note that you can define the Preference Texture Palettes Directory to store and search for texture images, at PDS start.
- Note that you can update the current image by selecting the layer and pressing the Browse button
(this will launch the Open dialog again for image replacement).
- To load subsequent images for different layers, click the Add Layer button again for each addition.
- Images are sorted by Type: Patterns or Logos.
- By default, the first added image is assumed as a Pattern type. The second and subsequent added images are assumed as a Logo type.
- By default, adding a new image will automatically change the Shader Color to white (RGB: 255; 255; 255). This behavior assumes that the user wants to display the image as displayed in the original file, without color addition.
- Reminder: For correct user workflow to add a texture image to pieces, stitches and buttons, please refer to the new V11 Shader Manager help page.
Delete Layer
- This feature will remove the unwanted image from the Shader. (This command does not permanently delete the original image file.)
- To select a layer, click on the Layer's row. The row will display in a darker color shade to indicate it is selected.
- To delete a layer (or a texture image), click the Delete Layer feature button.
- Note that only 1 Layer row can be deleted at a time.
Lock Layer
- This feature will disable the editing of the Layer's Texture Attributes.
- A "*" symbol will be added to the Layer name for visual recognition.
- To lock a layer, select the Layer and click the Lock Layer feature button. (To unlock a layer, repeat same actions.)
- Note that only 1 Layer row can be locked at a time.
Layer Down
- This feature enables the Layer to move downward within the same Layer category list (minimum of 2 Logo or Pattern layers).
- Note that downward (3, 2, 1) means the layer is closer to the model's body. Changes can be viewed interactively on the 3D viewer.
- To move a layer downward, select the Layer and click the Move Down Layer feature button.
- Note that only 1 Layer row can be moved at a time.
Layer Up
- This feature enables the Layer to move upward within the same Layer category list (minimum of 2 Logo or Pattern layers).
- Note that upward (1, 2, 3) means the layer is further away from the model's body. Changes can be viewed interactively on the 3D viewer.
- To move a layer upward, select the Layer and click the Move Up Layer feature button.
- Note that only 1 Layer row can be moved at a time.
Texture Attributes
Control the different characteristics of each image contained in the Texture Editor. Use the feature options in this category to manipulate a single Layer appearance.
Definition
Use the Definition attributes to determine the Texture projection of the selected Layer.
Type
Determine the image type of projection for the selected layer.
Logo
- The Logo type is used to display a selected texture as a single embellishment image.
- Note that PNG file types offer transparency options and are usually used for logos and lace fabrics.
Pattern
- The Pattern type repeats the single texture image over the entire piece.
- Notice: The image file itself has to be seamless in order to have a good repeated texture.
Splitting Logo
- The Splitting Logo type uses a single texture image to split across stitched pieces.
- This is a new feature to Version 11. For proper workflow:
- Define all pieces marker attribute orientation to Left or Right.
- Duplicate and assign the current Shader to each piece that will receive the splitting logo. (So that each piece is a separate shader.)
- Add the new Logo image to one of the pieces.
- Select the Splitting Logo option from the Type drop down list.
- (If a Logo is on a Pair piece, define the Logo as Left or Right in the Texture attributes Location.)
- Simulate Draping in 3D view.
- Use the Move Texture tool to move and drag the logo between adjacent cloth pieces.
Repeat X Logo
- The Repeat X Logo type reproduces the single texture Logo image to reappear all across the X axis on the cloth.
Repeat Y Logo
- The Repeat Y Logo type reproduces the single texture Logo image to reappear all across the Y axis on the cloth.
Location
Location attributes relate to pieces with Pair definition. Select a Location type to project the texture image on the preferred side(s) of the pieces.
Both
- Ensure the piece is defined as a Pair in the Piece properties window.
- Ensure to validate the piece's Orientation in the Piece Properties (according to model's sides).
- To project the texture image on both sides, select the texture Layer and select the Both option from the drop down list.
- Note that, by default, the opposite side will automatically flip horizontally the image. Refer to Mirror feature to reverse the effect.
Left
- Ensure the piece is defined as a Pair in the Piece properties window.
- Ensure to validate the piece's Orientation to Left in the Piece Properties (meaning the model's left side).
- To project the texture image on the left side only, select the texture Layer and select the Left option from the drop down list.
- Note that the Left option is available with a Right piece orientation. Refer to Flip feature to manipulate the image effect.
Right
- Ensure the piece is defined as a Pair in the Piece properties window.
- Ensure to validate the piece's Orientation to Right in the Piece Properties (meaning the model's right side).
- To project the texture image on the right side only, select the texture Layer and select the Right option from the drop down list.
- Note that the Right option is available with a Left piece orientation. Refer to Flip feature to manipulate the image effect.
Mirror
- When a texture image is projected on both sides of a paired piece, check this option so to manipulate the mirror effect of the image on the other piece.
- This is particularly useful with letter font logos on sleeves (pairing with opposite UV axis) which need to be readable on both sides.
Flip
- Use this new V11 feature to horizontally flip the texture image onto itself.
- Tip: If a Shader is assigned to multiple pieces, it is possible to use this feature for a single piece by changing its Texture Attributes in the 3D Properties menu.
Angle
- Change the Angle value in Degree units to rotate the texture image.
- There are 3 ways of modifying the values: editing a numerical value (exact), moving the slider (visual) or clicking the spin control arrows (increments).
- Notice: The piece baseline is not associated with the texture's angle.
- Note: A texture image is set on a piece according to the working area's X and Y axis. No matter the piece rotation, the angle change is in relation to the initial image angle.
- Shortcut for direct 3D manual rotation (after simulation): use the Move Texture Tool, press LMB+RMB on a 3D piece and move mouse.
- Tip: If a Shader is assigned to multiple pieces, it is possible to use this feature for a single piece by changing its Texture Attributes in the 3D Properties menu.
Offset
- The Offset values relate to the texture image position over the piece or stitch.
- The values are as per the current Working Units and has no numerical limit. (Exception: Stitch Offset values are proportional to stitch width.)
- Note that while this category is minimize [+], you can enter numerical values directly in its edit box [0, 0].
- Shortcut for direct 3D manual offset (after simulation): use the Move Texture Tool, press LMB on a 3D piece and move mouse.
- Tip: If a Shader is assigned to multiple pieces, it is possible to use this feature for a single piece by changing its Texture Attributes in the 3D Properties menu.
X
- Offset X will shift the texture image horizontally. (This displacement is dependent of the image angle set value.)
- There are 3 ways of modifying the values: editing a numerical value (exact), moving the slider (visual) or clicking the spin control arrows (increments).
Y
- Offset Y will shift the texture image vertically. (This displacement is dependent of the image angle set value.)
- There are 3 ways of modifying the values: editing a numerical value (exact), moving the slider (visual) or clicking the spin control arrows (increments).
Scale
- The Scale values relate to the dimensional size of the texture image in height and width.
- The size of the image texture can be scaled down to 0.01 and has no limit upward.
- Note that while this category is minimize [+], you can enter numerical values directly in its edit box [0, 0].
- Shortcut for direct 3D manual offset (after simulation): use the Move Texture Tool, press RMB on a 3D piece and move mouse.
- Notice: It is not possible to change the scale of a single piece. This would require the creation of a new shader.
Lock
- While the Lock option is checked, the X and Y values change proportionally.
- Uncheck the Lock option to adjust X or Y independently.
- Note that when X and Y are different values, checking the Lock option again will cause the X value to override the Y value. By default, the X value is primary.
X
- Scale X will modify the width of the texture image. (This displacement is dependent of the image angle set value.)
- There are 3 ways of modifying the values: editing a numerical value (exact), moving the slider (visual) or clicking the spin control arrows (increments).
Y
- Scale Y will modify the height of the texture image. (This displacement is dependent of the image angle set value.)
- There are 3 ways of modifying the values: editing a numerical value (exact), moving the slider (visual) or clicking the spin control arrows (increments).
Set Defaults
- Click on the Default button to reset all previous Texture Attributes properties.
- This command affects only a single selected Texture Layer from the Texture Editor.
Material
Use the Material category to edit the overall Shader appearance (except Color which affects the Pattern layers only).
Color
- Select the drop down arrow (inside right corner) to display the Color Dialog box.
- Click to choose a color to be added to the Pattern layers (does not affect a Logo Layer).
- Note that the chosen color will display its RGB values in the Color information box.
- Notice: V11 only supports RGB values and are applied as a Multiply blend mode.
More Colors
- Select this feature option for additional color choices and options.
Standard
- More Colors Standard tab displays the basic 256 colors that are considered "web-safe" Colors (with HEX code reference).
- Note that chosen color will display at bottom of Color Dialog box, for future reference.
Custom
- More Colors Custom tab displays tools to help the user customize a specific color (with HEX code reference).
- To define a new custom color, the tool options are:
- LMB click and drag the Color picker over the color matrix box. This will change the Color Preview for the new color in RGB and Hue/Saturation values.
- Select the Color Spectrum bar arrow and slide up or down . This will change the Color Preview for the new color in luminosity values (also affects the red, green, and blue values).
- Edit the numerical values for each of the color settings.
Color Palette
- This a new V11 feature that gives the option to use and manage Adobe Color Palette (*.aco file type).
- Notice: V11 only supports RGB values and are applied as a Multiply blend mode.
- The Current Palette is displayed and is ready for use.
- Click to choose a color to be added to the Pattern layers (does not affect a Logo Layer).
- Note that the chosen color will display the corresponding color name in the Color information box. (If the name is not available, the HEX code reference is displayed.)
- To manage, you will need to use the list of commands from the drop down list arrow.
Default Palette
- This Color Palette is provided by OptiTex as a default setting and can not be removed.
- When selecting this command line, the default Color Palette is displayed as Current and is ready for use.
Remove Current Palette
- When selecting this command line, the Current Color Palette displayed will be removed from the list.
- Note that the remove action does not delete the original file.
Load New Palette
- Notice: Color Palettes containing CMYK values are not supported and will be automatically rejected upon load command.
- When selecting this command line, the Open dialog browser will launch in order to import a new Color Palette (*.aco file type).
- Note that you can define the Preferences Color Palettes Directory to store and search for color palettes, at PDS start.
- Note that only a single file can be imported at a time.
Available Palette List
- All loaded Color Palettes will appear at the bottom of the list, underneath the separation dotted line.
- To use one the Color Palette, simply select it to replace the current Color Palette in use.
Shininess
- Move the slider to increase the Shininess effect of a selected shader. This feature affects the overall Shader (over all texture Layers).
- By giving Shininess attribute to a shader, the cloth would appear as reflecting light under the current 3D lighting condition (refer to Lighting Editor).
- There are 3 ways of modifying the values: editing a numerical value (exact), moving the slider (visual) or clicking the spin control arrows (increments).
Transparency
- Move the slider to increase the Transparency effect on a selected shader. This feature affects the overall Shader (over all texture Layers).
- There are 3 ways of modifying the values: editing a numerical value (exact), moving the slider (visual) or clicking the spin control arrows (increments).
Set Defaults
- Click on the Default button to reset all previous Material properties.
- Note that the Default Color for Pieces, Stitches and Buttons are preset in the 3D Materials menu and can be modified to user's working preferences.
Help Description
- Upon the selection of a feature contained within the window pane, a short description of the feature will be displayed.
- Also available, are Tool Tip information when hovering the mouse over the Toolbar tools or the Color Palette colors.
- Also, watch for help information displayed on the Status Bar at the bottom of the PDS window.







































