Chapter 1 Using Corel TEXTURE™
Chapter 1 Using Corel TEXTURE™
Chapter 1
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Rendering textures
Table of contents
Corel TEXTURE lets you create patterns from rock, marble, clouds, or
other materials. A texture is the surface revealed by slicing a
three-dimensional object. For example, when you slice a block of wood at
different angles, you create surface features that show growth rings, a
straight grain, or a veneer effect. You can control the appearance of the
pattern to reflect the cutting knife, the direction of the cut, and how the
edges of the cut are beveled. You can also control the color and lighting
effects that enhance the appearance of a texture.
You create textures by combining four properties:
You can design and edit textures at any time. You can make natural textures,
such as wood, stone, ripples, clouds, and bumpy surfaces. You can also create
patterns of checkers, dots, and lines or combine natural textures with these
patterns. The textures you create have consistent characteristics over their
entire surface and may be produced at resolutions suitable for either
electronic or paper formats.
Object dimensions
You can slice a material in any direction and from any angle. A texture is the
surface revealed by slicing the object. Depending on the type of material, you
can produce a wide range of surface features. For example, when cut at
different angles, a marbled surface can have veins or spots.
You must define the size and characteristics of your texture: narrow and thin,
or wide and short. You can view the image from up close or far away to gain
Pattern irregularity
The internal structure of the materials used to create textures often has a
regular pattern. This pattern, in wood or granite for example, appears when
the material is sliced. You control the regularity of a pattern by creating a
uniform texture or allowing the pattern to degrade randomly. You can also set
up a pattern in which half the elements are uniform and half are random.
You can specify the size and resolution of a rendered texture. Resolution
depends on the intended use of the texture. Electronic documents require
a low resolution, while printed documents require a high resolution.
To avoid overwriting the preset texture, save the texture with a new
filename.
The settings you specify affect the rendering time and the size of the
rendered texture file. A large, high-resolution texture file takes longer to
render.
Shading sets the amount by which color values are reduced to create
shading
To turn a light on
1
Move the Ambient slider to adjust the amount of ambient light applied to
the texture.
Move the Shading slider to adjust the amount of shading applied to the
texture.
Choose the lighting effect you want to use from the Lighting flyout.
Drag a color from the Color Swatches Bar onto a light pin.
Drag the new color from the Color Swatches Bar onto a light pin.
Since a texture is created by looking down through each layer, you should
define the bottom layer first and then work your way up.
Click the Preview Selected Layer button to preview the changes made to
the bottom layer.
You can use the preview command to preview the effect of combining all
the shader layers.
You can also use the Delete Layer button on the property bar to delete the
layer.
Open the texture into which you want to paste the shader layer.
Select the layer onto which you want to paste the new properties.
10
Click the Down Arrow button on the Shader Layer title bar.
Type a name for the layer in the Save Layer dialog box.
Enable the Shader Layer check box in the upper left corner of the Shader
Layer title bar.
Disable the Shader Layer check box in the upper left corner of the Shader
Layer title bar.
11
Drag a color from the Color Swatches Bar to the Color Gradient Bar.
Drag the pin off the Color Gradient Bar and out of the work Area.
Drag the new color from the Color Swatches Bar to the color pin.
Click the Down Arrow button beside the Color Swatches Bar.
Choose Save Color Set from the Color Swatches Bar flyout.
Type a name for the color set in the Save Color Set dialog box.
12
Click the down arrow button beside the Color Swatches Bar.
Choose the color set you want to import from the Color Swatches Bar
flyout.
Drag a transparent color swatch from the Color Swatches Bar to the Color
Gradient Bar.
Adjust the position of the color pin until you are satisfied with the color
effect.
13
14
15
16
Variance slider adjusts the variance setting; with low variance most
elements in the pattern have the same turbulence setting. With high
variance, turbulence settings are applied randomly.
17
18
Contrast slider adjusts the contrast level of the layer; the contrast
setting determines the shades of colors that are taken from the color
gradient bar
19
irregular mountain range. Peaks and valleys are assigned colors from
opposite ends of the color range shown in the color gradient bar.
Intermediate elevations are assigned colors from the middle of the color
gradient bar.
Rotation slider adjusts the rotation angle of the layer. The texture of
agate is almost random and will show only small changes when rotated.
20
Rotation slider adjusts the rotation angle of the layer. The texture of
granite is almost random and will show only small changes when
rotated.
21
22
Bias slider adjusts the bias of the pattern; a low bias setting uses the
colors found on the left side of the color gradient bar. A high bias
setting uses the colors found on the right side of the color gradient bar.
23
Sharpness slider adjusts the shape and look of the wisps; a low level
of sharpness creates a smaller wisp, using colors found on the left side
of the color gradient bar. A high level of sharpness creates a larger
wisp, using colors found on the right side of the color gradient bar.
24
25
Choose the drive where the picture file is stored from the Look In list box.
Double-click the folder in which the picture file you want to import is
stored.
Click the Stretch button to stretch the picture to fit over the entire
texture surface.
Click the Center button to center the picture in the middle of the
shader layer.
Click the Tile button to create a tiled pattern from the imported
picture.
26
bump maps creates a bumpy surface on imported .BMP and .TIF files
27
28
29
Elements that are 50 percent gray are placed level with the textures
surface.
30
Click the Stretch button to stretch the picture to fit over the entire
texture surface.
Click the Center button to center the picture in the middle of the
shader layer.
Click the Tile button to create a tiled pattern from the picture.
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32
Move the Bevel slider to change the size of the border; moving the slider
to the left decreases the thickness of the border. Moving the slider to the
right increases the thickness of the border.
Rendering textures
Rendering transforms a texture into a bitmap image that you can use in other
applications. You can render a texture to a window or a file. When you render
an image to a window, you can view the final image immediately. Rendering
to a window is faster than rendering to a file, and you can make sure that the
rendered texture matches your design. This feature is useful with large,
complex textures that require a lot of memory to convert to a bitmap. You
can save unrendered texture designs if you are not finished editing the
pattern.
Choose the drive from the Save In list box where you wan to save the
texture file.
Double-click the folder in which you want to save the texture file.
33
Double-click the folder in the Save In list box where you want to save the
texture.
You can monitor the rendering process by observing the Status Bar.
Click anywhere on the screen to remove the Pattern window that appears.
34
Double-click the folder in the Save In list box where you want to save the
texture.
Save preset textures with a different file name before you edit them,
otherwise you overwrite the preset texture.
35
Index
Index
A
wrinkles algorithm
additive blend
adjusting
13
ambient lighting .
texture highlights .
texture shading
agate algorithm
20
20
algorithm
20
agate
20
cellular
25
checkers .
19
clouds
16
colored
16
fractal
22
granite
21
marble
17
noise
24
polka dots
21
spots
19
weave
23
wisps
24
wood
18
wrapped .
22
27
16
algorithm setting
applying preset
form .
27
frequency
27
geometr y
27
height
27
magnification
27
turbulence
27
type .
27
ambient lighting .
adjusting .
applying .
color to lights.
28
13
11
11
preset algorithms
16
ripples algorithm
28
wave algorithm .
27
weave algorithm
32
B
bias .
blank textures
15
blend setting
13
additive .
13
darken
14
hue shift .
14
lighten
14
multiply .
15
shade
14
specifying
13
subtractive
14
brilliance
bump map .
30
creating .
30
30
29
25
25
importing pictures
bumps algorithm
applying .
C
cellular algorithm
cellular effect
creating .
changing .
light colors
31
10
19
19
16
checkers algorithm .
clouds algorithm
color .
16
applying to lights .
11
11
11
11
12
12
Index
Index
saving color sets .
12
11
11
changing color
12
color pins
12
12
loading
12
preset
12
saving
12
color set
12
16
16
15
colored algorithm
complexity
contrast
15
10
creating .
3D effects
bump maps .
cellular effects
new textures
32
34
22
22
27
algorithm setting
gain
graininess
granite algorithm
15
21
21
H
height
algorithm setting
27
14
14
I
.
30
30
26
15
34
inversion
creating surfaces .
importing
.
31
30
frequency
3, 30
rendering textures
fractal algorithm
light color
darken blend
14
14
changing .
5
applying to shader layer .
edge properties
14
32
lighting effects
lighting properties
preset.
lighting properties
dents algorithm
applying .
defining
setting
turning off
turning on
29
11
lights
E
edge properties .
27
creating 3D effects
32
defining .
32
Index
12
15
algorithm setting
27
file
M
magnification
F
ii
Index
.
17
color sets
12
17
shader layers
10
marble algorithm
metallicity
multiply blend
15
15
unrendered textures .
setting
new textures
creating
noise algorithm .
24
24
O
object dimensions
34
lighting properties
surface properties
14
14
shader layer
.
shade blend .
15
15
13
20
29
25, 31
19
16
16
14
algorithm settings
29
22
21
14
14
parameters
shader layer
pattern irregularity
algorithm
color sets
lighting effects
textures
preset textures
9, 15
10
21
16
17
15
24
21
16
14
12
16
preset
19
14
13
23
24
18
22
15
rendering
33
textures .
33
bias .
textures to files .
textures to windows .
blend settings
13
changing order
10
33 - 34
33
complexity
15
contrast .
15
ripples algorithm
applying.
28
15
copying .
rotation.
roughness
10
deleting
S
saving
defining
12
disabling
11
form .
27
gain .
15
geometr y
27
Index
iii
Index
.
26
topographical elements .
27
15
transparent color
13
magnification
15
13
importing pictures
inversion
manipulating .
parameters
pasting
9, 15
10
rotation .
15
saving
10
sharpness
15
turbulence
15
type .
15
variance .
15
shadowing
sharpness
13
spots algorithm .
19
19
14
14
subtractive blend
15
algorithm setting
27
15
algorithm setting
27
type
U
unrendered textures .
saving
34
15
15
turbulence
V
variance
W
wave algorithm
surface properties
applying .
setting
27
weave algorithm
23
surfaces
applying to shader layer .
creating
window .
blank .
defined
design
files
geometr y
patterns
placing lights .
preset .
27
highlights.
27
2 - 3
properties.
rendered .
resolution
1, 4
shader layers .
shading
size
unrendered
texture wizard
tile patterns
34
creating .
34
Index
23
33
33
24
wisps algorithm
form .
iv
rendering textures
T
texture
24
18
18
22
wood algorithm .
wrapped algorithm .
wrinkles algorithm .
applying.
22
28
28