General object properties

In WYSIWYG, there are four tabs that appear in the Properties window for every object. These four tabs are the General, Appearance, Light Emission, and Sidedness tabs.

For 3D solids and surfaces, the Set Piece tab also appears in the Properties window.

All tabs are explained here.

General tab

Options on the General tab affect the layer’s color and line weight.

PropertiesGeneral.png 

Layer

A list of the layers in your document is displayed. Click on a list item to change the layer on which the objects will be drawn.

Note: You cannot attach Camera Paths nor Cameras to axes. To create a moving Camera, you can either draw a Camera Path or use the DMX Camera.

Hatching

Section for managing hatching effects of closed objects.

Note: Hatching is only available for closed objects, e.g. surfaces, closed lines, 3D primitives, walls.

To add hatching to an object

Note: Not all objects support hatching. If hatching is not supported, the checkbox to enable hatching is disabled.

  1. Right-click the object, and select Properties.

Result: The Properties window appears.

PropertiesGeneralHatching.png 

  1. In the Properties window, click the General tab.
  2. To enable hatching for the object, select the Show Hatch Lines checkbox.
  3. Select the desired hatching style for the object from the Available hatching styles drop-down list.
  4. Click Apply to enable the hatching style for the object.

HatchingStyle.png 

To edit or create a hatching style
  1. Right-click an object that supports hatching, and select Properties.

Result: The Properties window appears.

PropertiesGeneralHatching00118.png 

  1. In the Properties window, click the General tab.
  2. To enable hatching for the object, select the Show Hatch Lines checkbox.
  3. To make a new hatch style or edit an existing style, click New/Edit....

Result: The Hatch Style Manager window appears. All existing hatch styles are displayed and can be edited here.

HatchStyleManager.png 

  1. To create a new hatch style, click the New Hatch Style button.

inset_19.jpgThe New Hatch Style button.

Result: The New Hatch Style window appears.

NewHatchStyle.png 

  1. In the New Hatch Style window, enter the details of the new hatch style.
  2. Click OK.
  3. Click Apply to enable the new styles.

NewHatchStyleApply.png 

To clone a hatching style
  1. Right-click an object that supports hatching, and select Properties.

Result: The Properties window appears.

PropertiesGeneralHatching00119.png 

  1. In the Properties window, click the General tab.
  2. Select the Show Hatch Lines checkbox.
  3. Click New/Edit....

Result: The Hatch Style Manager window appears. All existing hatch styles are displayed and can be edited here.

HatchStyleManager00120.png 

  1. To clone an existing hatching style, select the style you want to copy and click the Clone Hatch Style button.

inset_9.jpgThe Clone Hatch Style button.

Result: The Clone Hatch Style window appears. All the settings of the selected hatch style will be copied into the window.

CloneHatchStyle.png 

  1. In the Clone Hatch Style window, edit any hatching setting that you want to be different from the original hatching style.
  2. Click OK.

Result: The cloned hatching style will appear in the Hatching Style Manager window and be available for use.

To delete a hatching style
  1. Right-click an object that supports hatching, and select Properties.

Result: The Properties window appears.

PropertiesGeneralHatching00121.png 

  1. In the Properties window, click the General tab.
  2. Select the Show Hatch Lines checkbox.
  3. Click New/Edit....

Result: The Hatch Style Manager window appears. All existing hatch styles are displayed.

HatchStyleManager00122.png 

  1. To delete an existing hatching style, select the style you want to remove and click the Delete Hatch Style button.

inset_28.jpgThe Delete Hatch Style button.

Result: The Delete Hatch Style dialog box appears.

DeleteHatchStyle.png 

  1. In the Delete Hatch Style dialog box, to delete the hatch style click Yes.

Result: The selected hatching style be removed from WYSIWYG.

To change the print scale of hatching styles

Spacing for built-in line patterns found in hatching use a default scale of 1.0 equal to 0’6” (2.54 cm). Print Scale Options can be used to create a different scale when printing in PRES mode.

  1. Right-click an object that supports hatching, and select Properties.

Result: The Properties window appears.

PropertiesGeneralHatching00123.png 

  1. In the Properties window, click the General tab.
  2. Select the Show Hatch Lines checkbox.
  3. Click New/Edit....

Result: The Hatch Style Manager window appears. All existing hatch styles are displayed.

HatchStyleManager00124.png 

  1. Click Print Scale Options.
  2. The Print Scale Options dialog box appears.

PrintScaleOptions.png 

  1. In the Print Scale Options window, to create a custom print scale, select the radio next to Custom scale.

Note: To revert the print scale to its default settings, select the radio next to Print scale.

  1. Edit the print scale settings as desired.
  2. Click OK.
  3. Click Apply.

Result: The print scale options change.

To import hatching patterns

To import Hatch Pattern files (.pat files), save these files in the folder location that was entered as the Hatch Pattern Files location in the File Locations tab in Application Options window. When you restart WYSIWYG, these patterns will be listed in the Hatch Style Manager.

  1. Right-click an object that supports hatching, and select Properties.

Result: The Properties window appears.

PropertiesGeneralHatching00125.png 

  1. In the Properties window, click the General tab.
  2. Select the Show Hatch Lines checkbox.
  3. Click New/Edit....

Result: The Hatch Style Manager window appears. All existing hatch styles are displayed.

HatchStyleManager00126.png 

  1. Click Import Patterns.

Result: The Application Options window appears.

ApplicationOptionsFileLocations.png 

  1. In the Application Options window, enter the location/folder which contains the hatch pattern files (.pat files) in the Hatch Pattern Files field.
  2. Click OK.

Result: A dialog box appears warning that WYSIWYG needs to restart to display the imported hatching patterns in the Hatch Style Manager.

Appearance tab

Use this tab to specify the appearance of the different components that make up the currently selected items. The options in this tab differ based on your selected item.

You can use this tab to customize objects by adding different materials, colors, or textures to each element of the item. For example, if you have selected a library object, such as a podium, you can apply different materials, colors, and textures to each part of it (the body and the top portion).

You can also use this tab to rename the individual elements of the currently selected object. This is useful for objects that contain many elements with similar names, like risers.

 PropertiesAppearance.png

Note: You can apply textures to venues, surfaces, risers, walls, library items, spheres, cylinders, and cones. You can apply transparency to everything. When customizing the selected element, you can choose between applying a custom color or a custom texture—you cannot choose both. In addition to either color or texture, you can also apply material.

Highlight the element that you want to customize, and then choose one of the following options:

Color/Texture

Select a previously created image from the drop-down list or click New to create a new image source from the Image Manager. See Image Manager for details.

Select a previously created video source or subsource from the drop-down list, or click New to create a new video source or subsource directly from the Video Manager. See Video Manager for details.

Select an existing Normal Map image from the drop-down list or click New to create a new Normal Map image via the Image Manager.

Note: This drop-down lists all Image Sources that appear in the Image Manager; as such, Image Sources which are Normal Maps should be named appropriately, for easy identification.

If you have chosen a texture option, then you can also set the properties of the texture as follows:

Texture Options

When tiling a texture on a sphere, cylinder, or cone, by default it will completely wrap around the object. If you change the tile size, you will scale the texture up or down accordingly. If you revert back to the original tile values, you   return to the default view.

Notes:

Material Properties

Proceed with the following properties settings:

When a material is selected, the properties of the material will vary from one material to the next. The Material Properties section enables these default material settings to be changed. Each property value can be changed on a scale from 0%-100%. An explanation of the value is found on the right side of the property.

Note: The beam will pass through a surface with the Transparency value set to 80% or greater. The beam will not pass through the surface when the value is lower than 80%.

Object

The Cast Shadow feature gives you the option to display shadows and footprints of objects in Shaded view.

Clear this checkbox if you do not want to display in Shaded view the shadow/footprint of the selected object. By default, Cast Shadow is enabled on all objects, and disabled on all fixtures and hang structures.

To rename object elements

You can use this procedure to rename object elements that have similar names, giving them a more descriptive name. For example, if you have customized a riser, you could give each side of the riser a distinct name according to its custom properties. This is especially useful for custom objects that you have drawn and are going to save as custom library items. Since you cannot rename individual elements of custom library items, it is best to do so before you save the item.

  1. Under Elements, highlight the element that you want to rename. For example, highlight Riser - Back.
  2. Click Rename.
  3. Type the new, descriptive name for the element.
  4. Click OK.
  5. Click OK in the Appearance tab to save your changes.

Light Emission tab

Options on the Light Emission tab affect the light emission properties for the selected object(s) or the elements that make up an object. Light emission is defined as the ability for objects to glow or emit light and can be used to simulate LEDs, lasers, neon, light boxes, projection screens, and so on. Light emissions can be either Static or Dynamic.

Static light emissions can be seen in CAD, DESIGN and unpatched LIVE mode. With Static light emissions you can choose different light emissions for each element in an object.

Dynamic light emission can be seen in DESIGN mode and patched LIVE mode where each element of the object inherits the same light emission properties.

In DESIGN mode, the light emitting properties of the entire object are controlled using the Color Tool and the Intensity Tool. In patched LIVE mode, the dynamic color and intensity are controlled through DMX.

Note: Instead of using the Properties > Light Emission tab to change the light emission for the selected object, you can use the Quick Light Emission Tool. For details, see Quick Light Emission Tool.

PropertiesLightEmission.png 

Highlight the element that you want to customize, and then choose one of the following options:

Light Emission Glow

In this section, you can enable or disable the Light Emission Glow feature per object or per Element of an object.

Note: Glow must be enabled in the Light Emission section of the Visual Effects tab in the View Options window to show the light emission glow effect from objects in Shaded view.

Clear this checkbox to disable the light emission glow effect from the selected object. By default, Light Emission Glow is enabled for all objects except Screens.

Tip: Screen objects have a separate glow option, called Screen/LED Wall Glow, which is enabled globally via the View Options > Simulation tab in Shaded view.

Notes:

Static Light Emission

Dynamic Light Emission - Design Mode

Dynamic Light Emission - Live mode

Dynamic light emission will apply to all elements of an object.

Dynamic Color Control

Select the patch universe of the selected object, and then type the starting DMX address in the Address box below it. If you set this value, it overrides the static color control that you chose above (if any) in LIVE mode when you are connected to a console.

Dynamic Intensity Control

The DMX intensity value is treated as a percentage of the dynamic intensity value. For example, a DMX value of 127 results in 50% of the maximum intensity value that you set.

Notes:

Quick Light Emission Tool

Instead of using the Properties > Light Emission tab to change the selected object’s light emission, you can use the Quick Light Emission Tool. These tools allow you to quickly assign or change light emission properties for the selected object without opening the Properties window. You can enter repetitive information, as well as incremental information for each object as you click on it.

Note: The Quick Light Emission Tool applies light emission properties to the entire object. All elements of the object will be assigned the same color when using the Quick Light Emission Tool.

To use the Quick Light Emission Tool
  1. From the Tools menu, choose Quick Light Emission Tool.

Tip: You can also click the Quick Light Emission Tool from the Tools toolbar.

 inset_20.jpgThe Quick Light Emission Tool button.

QuickLightEmissionTool.png 

Select the light emission properties for the selected object. For details on each of the options, see Light Emission tab. If you want the value to auto increment for color, make sure you select the Auto Increment checkbox. WYSIWYG will assign the next sequential number based on the properties and requirements of the previous patch.

  1. When you have chosen all desired values, click OK.

Sidedness tab

Options on the Sidedness tab affect how the selected object appears in Shaded views and Renderings. You cannot change the sidedness of any of the objects that come with WYSIWYG, either library objects or default venues. By default, all objects in the WYSIWYG library are double-sided, which means that when you rotate them in Shaded views, all sides display equally. Conversely, the default venues that come with WYSIWYG are single sided, which enables you to see “into” the venue when you rotate it in Shaded views.

You can, however, change the sidedness of objects that you have drawn in another program and imported into WYSIWYG (i.e., .dwg, .dxf files or SketchUp files) or objects that you have drawn in WYSIWYG, such as custom venues, surfaces or custom objects that you have added to the library.

For these objects, you can use this tab to change the sidedness from single to double-sided, or vice versa. For example, if you have drawn a venue as double-sided, you can select it and change it to single sided so that it behaves in the same manner as the default WYSIWYG venues (i.e., you can see into the venue as you rotate it in Shaded views). If you prefer to have an outside view of the custom venue, then the double-sided option is best as it prevents you from seeing “through” the walls. You can also use this feature to flip the faces of a custom surface from one direction to the other if you do not like the way the object appears in the Shaded view.

To change an object’s sidedness

You can use this procedure to change objects from single to double sided and vice versa. You can also flip the faces of a single-sided object so that they are oriented in the opposite direction, either inward or outward.

Note: You cannot change the sidedness of any of the objects that come with WYSIWYG, either library objects or default venues. By default, all objects in the WYSIWYG library are double-sided, which means that when you rotate them in Shaded views, all sides display equally. Conversely, the default venues that come with WYSIWYG are single sided, which allows you to see “into” the venue when you rotate them in Shaded views.

  1. Select the object that you want to edit.
  2. Right-click on the object, and then select Properties.

Tip: At any time, to access an object’s properties, you can click on the Properties tool on the Edit toolbar.

PropertiesIcon.PNGThe Item Properties button.

Result: The Properties window appears.

  1. Click the Sidedness tab.
  2. Click the appropriate option button, either Double Sided or Single Sided. To leave the single-sided object’s faces oriented in the same direction in which they were drawn, proceed directly to step 6. To change the direction of the faces, see step 5.
  3. If you are changing a double-sided object to single sided, and you want to change the direction in which the object’s faces are oriented (either outward or inward), select the Flip Normal checkbox.
  4. Click OK.
  5. Review your changes in the Shaded tab and make adjustments as required.

PropertiesSidedness.png