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.
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.
- The layers are listed below the Layer Groups
if the Display with Layer Groups checkbox
is selected.
- Only the layers are listed if the Display
with Layer Groups checkbox is clear.
- Display with Layer Groups:
Select this checkbox to display the layers as items organized in Layer
Groups. Clear this checkbox to display only the list of layers.
- On the list of Layer Groups, click the arrow at
the far left to expand or collapse a single Layer Group.
- Collapse All: Click
the Collapse All button to display
only the Layer Groups.
- Expand All: Click
the Expand All button to display the
Layer Groups and all the Layers.
- Use Layer Color: Select
this checkbox to set the object’s color for Wireframe views to be
the same as the properties of the layer on which the object resides.
For more information, see Layer
properties.
- Clear this checkbox, and then use the color button
to set a specific color for the object.
- Line Weight: From
the drop-down list, choose the specific line weight for the selected
object. The applied line weight is visible in all Wireframe views
in all modes. For objects only, you can also choose the default setting,
ByLayer, which sets the object’s line
weight to be the same as the properties of the layer on which the
object resides. The value Default means
that the document's line weight setting from the Document
Options > Object Settings window
is applied to the object or layer. For more information, see Layer
properties.
- Attach to Axis:
From the drop-down list, select the motion axis to which you want
to attach the selected object or objects. For details on attaching
objects to motion axes, see To
attach an object to a motion axis.
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.
- Show Hatch Lines:
Will enable hatching for the object.
- Available hatching styles:
A drop-down list of previously created hatching styles that can be
applied to the object.
- New/Edit...: Create
a new hatching style or edit and existing style.
To
add hatching to an object
Note: Not
all objects support hatching. If hatching is not supported, the checkbox
to enable hatching is disabled.
- Right-click the object, and select .
Result: The
Propertieswindow
appears.
- In the Properties window,
click the General tab.
- To enable hatching for the object, select the
Show Hatch Lines checkbox.
- Select the desired hatching style for the object
from the Available hatching styles
drop-down list.
- Click Apply to
enable the hatching style for the object.
To edit or create a hatching style
- Right-click an object that supports hatching,
and select .
Result: The
Propertieswindow
appears.
- In the Properties window,
click the General tab.
- To enable hatching for the object, select the
Show Hatch Lines checkbox.
- 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.
- To create a new hatch style, click the New
Hatch Style button.
The
New Hatch Style button.
Result: The New Hatch Style window appears.
- In the New Hatch Style window,
enter the details of the new hatch style.
- Click OK.
- Click Apply to
enable the new styles.
To clone a hatching style
- Right-click an object that supports hatching,
and select .
Result: The
Propertieswindow
appears.
- In the Properties window,
click the General tab.
- Select the Show Hatch
Lines checkbox.
- Click New/Edit....
Result: The
Hatch Style Manager window appears. All
existing hatch styles are displayed and can be edited here.
- To clone an existing hatching style, select the
style you want to copy and click the Clone
Hatch Style button.
The
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.
- In the Clone Hatch Style window,
edit any hatching setting that you want to be different from the original
hatching style.
- 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
- Right-click an object that supports hatching,
and select .
Result: The
Propertieswindow
appears.
- In the Properties window,
click the General tab.
- Select the Show Hatch
Lines checkbox.
- Click New/Edit....
Result: The
Hatch Style Manager window appears. All
existing hatch styles are displayed.
- To delete an existing hatching style, select the
style you want to remove and click the Delete
Hatch Style button.
The
Delete Hatch Style button.
Result: The Delete Hatch Style dialog box appears.
- 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.
- Right-click an object that supports hatching,
and select .
Result: The
Propertieswindow
appears.
- In the Properties window,
click the General tab.
- Select the Show Hatch
Lines checkbox.
- Click New/Edit....
Result: The
Hatch Style Manager window appears. All
existing hatch styles are displayed.
- Click Print Scale Options.
- The Print Scale Options
dialog box appears.
- 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.
- Edit the print scale settings as desired.
- Click OK.
- 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.
- Right-click an object that supports hatching,
and select .
Result: The
Propertieswindow
appears.
- In the Properties window,
click the General tab.
- Select the Show Hatch
Lines checkbox.
- Click New/Edit....
Result: The
Hatch Style Manager window appears. All
existing hatch styles are displayed.
- Click Import Patterns.
Result: The
Application Options window appears.
- In the Application Options
window, enter the location/folder which contains the hatch
pattern files (.pat files) in the Hatch Pattern
Files field.
- 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.

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
- Ignore Ambient Light:
Select this checkbox to always show the selected element(s) in Shaded
view using the color values derived from the Appearance options
specified (e.g., texture). While light emission and light from fixtures
will further saturate the colors displayed for the selected object,
ambient light will never affect this object if this option is enabled.
This option is useful when objects (except Screens) are textured with
images or video, and these need to appear in their original colors
at all times. In renderings, this setting is ignored if Light
Emission is enabled.
- Layer Rendering Color:
Select this option to set the object(s) color for Shaded views and
renderings to the same as the properties of the layer on which the
object resides. For more information on layer properties, see Layer
properties.
- Custom Color: Select
this option and then use the color button to set a specific color
for the object(s).
- Texture from Library:
Select this option to apply a texture from the library to the selected
object(s). In the resulting window, navigate to and select the desired
texture. You can apply textures to venues, surfaces, risers, walls,
library items, spheres, cylinders, and cones. Click the ellipsis button
(...) to change the selected texture file.
- Image Source: Select
this option to apply to the selected object(s) a texture that you
have created and saved in either .bmp, .jpg, .png, or .gif format.
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.
- Video Source: Select
this option to apply a video source or a subsource as a “dynamic texture”
to 3D primitives--surfaces, risers, spheres, cylinders, or cones--or
to individual elements of 3D primitives.
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.
- Use Normal Map:
Select this checkbox to apply an Image Source that’s a Normal Map,
to create the perception of fragmented surface texture detail and
depth, making objects look more realistic.
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.
- Scale: Select the
height or depth of visual effect created by the Normal Map. From the
drop-down list, select the percentage scale value from not visible
(0%) to maximum value stored in the imported Normal texture/image
(100%).
If you have chosen a texture option, then
you can also set the properties of the texture as follows:
Texture Options
- Tile: Select this
option if you want to have the texture repeated over the selected
element in a continuous series of squares or rectangles, and then
type the size of the frame in which you want the texture to appear
in the Width and Height boxes.
Based on the size that you enter, WYSIWYG calculates how many times
the texture is repeated (or tiled) to completely cover the selected
element.
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.
- Stretch: Select
this option to have the texture stretch over the entire element surface.
Based on the aspect ratio and the rotation angle, WYSIWYG evaluates
the surface with all of its edges and stretches the texture so the
best fit is used. Note that this option is not applicable when you
apply textures to spheres, cylinders, or cones. For these objects,
Tile is the only option.
- Keep Aspect Ratio:
Select this option to keep the aspect ratio of the original image
when it is stretched over the surface of the object you have selected.
This option helps avoid distortion of complex textures. If the texture
image cannot wrap completely over the entire surface of the object
while maintaining its original aspect ratio, then the color that you
choose in the Border Color box
will be applied evenly around any excess surface area not covered
by the texture (much like a picture frame around a picture).
- Border Color: If
you have chosen to preserve the texture’s aspect ratio, click this
box to choose the color that will be applied evenly around any excess
surface area not covered by the texture (much like a picture frame
around a picture).
- Normal Map Size Multiplier:
If you have selected Use Normal Map,
specify the number of times the Normal Map is multiplied across the
object (element) to which it is applied. Type a valid number in the Normal Map Size Multiplier box. (Enter
a valid number between 0.01 and 100.)
Notes:
- The default value of 1 results in no changes
to the Normal Map’s size; values lower than 1 will increase the size
of the Normal visual effect, and values higher than 1 will decrease
it.
- The Normal Map Size Multiplier operates
within the Tile or Stretch Texture
Options.
- Texture / Source Tint:
This option will allow the color of an object’s texture to be altered
from the source color.
- Texture Rotation: If
the texture has text or another recognizable image in it, you might
need to rotate the image to get it right-side up. Select the rotation
angle from this drop-down list.
Material Properties
Proceed with the following properties settings:
- Material: Click
the ellipsis button (...) to choose a material for the selected elements.
Click Default to remove the selected
material from the element and return to the default material. For
more information on materials, see Materials.
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.
- Transparency: This
setting controls the proportion of light that passes though the material.
0% being completely opaque, 100% being completely clear.
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%.
- Specular Level:
This setting controls how prominent other specular effects appear
on the material. 0% being no visibility of specular effects, 100%
being a maximum visibility of specular effects.
- Specular Gloss:
This settings controls the level of gloss a material will project.
0% will project the gloss over a wide area, 100% will concentrate
the gloss in a small area.
- Specular Color Source:
This setting controls the color of light projected on a material.
0% will show only the color of the light, 100% will show only the
color of the material.
- Light Reflection:
This setting controls the amount of light that is reflected off the
material. 0% having no reflection, 100% being specular.
- Display Reflection in
Shaded Views: This setting enables the display of reflections
in Shaded view. For more information see Material reflections.
Object
The Cast Shadow feature gives you the option
to display shadows and footprints of objects in Shaded view.
- Cast Shadow: Select
this checkbox to display in Shaded view the shadow/footprint of the
selected object.
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.
- Under Elements, highlight the element that you
want to rename. For example, highlight Riser
- Back.
- Click Rename.
- Type the new, descriptive name for the element.
- Click OK.
- 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.
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.
- Enable: Select
this checkbox to display in Shaded view the light emission glow effect
(Static or Dynamic) from the selected Element of the selected object.
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:
- If Light Emission Glow is
enabled for a selected Element of an object with multiple Elements
(such as Risers, Cylinders, etc.), only the selected Element will
show the light emission glow effect in the Shaded views of DESIGN
and LIVE modes.
- The Light Emission Glow effect
is not passed on to the Renderer when you use the Render
Wizard to render the Shaded view.
Static Light Emission
- Enable: Select
this checkbox to enable Static light
emission for the object, and then choose the light emitting properties.
- Color: Click the
color box to choose the static light-emitting color for the object.
If you set only this value, and not the Dynamic Color Control, then
this is the light-emitting color that the object will have in all
Shaded views and renderings in all modes (CAD, DESIGN, LIVE). However,
if you set the dynamic color value as well, then you can control the
light-emitting color of the object in LIVE mode when connected to
a console. (The static value still applies in DESIGN mode.)
- Intensity: Choose
the static intensity of the light emission for the selected object.
If you set only this value, and not the Dynamic Intensity Control,
then this is the maximum light-emitting intensity that the object
will have in all Shaded views and renderings in all modes (CAD, DESIGN,
LIVE). However, if you set the dynamic intensity value as well, then
you can control the light-emitting intensity of the object in LIVE
mode when connected to a console. (The static value still applies
in DESIGN mode.)
Dynamic Light Emission - Design Mode
- Enable Light Emission
in Design Mode: Select this checkbox to enable the dynamic
control of the light emitting properties of the selected object with
the use of the Color Tool and the Intensity Tool. This can be defined for each
Look, and you can cross-fade with Light Emission as you can with lighting.
Dynamic Light Emission - Live mode
Dynamic light emission will apply to all
elements of an object.
Dynamic Color Control
- 16-bit: Select
this checkbox to patch with 16-bit DMX control addressing for the
Color of light-emission. In 16-bit DMX control, each DMX parameter
is patched to two DMX channels, the first channel is for "regular"
control and the second channel is for "fine" control.
- Universe: Select
a value from this drop-down list to control the color properties of
light-emission using DMX channels with a selection of Color Modes
available for patching. Patch the selected object according to the
WYSIWYG patch notation: universe.DMX address.
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.
- Address: After
selecting the patch universe of the object, type the starting DMX
address for the patch in this box.
- Color Modes: Select
a color mixing pattern from this drop-down list to patch with the
corresponding DMX channels. Each capital letter represents a color:
R is for Red, G
is for Green, B is for Blue,
A is for Amber, W
is for White, and uV is for Ultra Violet
(or Indigo). The lowercase letters preceding White are c
for Cool and w for Warm.
Dynamic Intensity Control
- 16-bit: Select
this checkbox to patch with 16-bit DMX control addressing for the
Intensity of light-emission. In 16-bit DMX control, the intensity
parameter is patched to two DMX channels, the first channel is for
"regular" control and the second channel is for "fine"
control.
- Universe: Select
a value from this drop-down list, to control the Intensity of light
emitting properties using a DMX channel. The object must be patched
according to the WYSIWYG patch notation: universe.DMX address. From the drop-down
list, select the patch universe of the selected object, and then type
the starting DMX address in the Address
box below it.
- Address: After
selecting the patch universe of the selected object, type the starting
DMX address in this box.
- Maximum Intensity:
Select a value from this drop-down list to set the maximum intensity
of light-emission of patched objects.
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:
- Switching between
8-bit and 16-bit and Color Modes. The object's light
emission patching will update after changing between 8-bit and 16-bit
addressing and the Color Modes
setting. WYSIWYG will not attempt to close gaps in the patch, move
blocks around to prevent stacked patching, or anything similar. After
making such changes, please review the resulting patch in the Patch view and re-patch accordingly
(using the Quick Light Emission Tool
).
- Saving WYSIWYG
to previous versions. After patching light emission
to 16-bit control and/or assigning a Color Mode setting other than
RGB, RGBA,
RGBW, or RGBAW,
saving the WYSIWYG file back to a previous version will cause the
following:
- The patch will be converted to 8-bit and
the Color Mode to RGB, RGBA,
RGBW, or RGBAW.
- RGB permutations
such as RBG, BRG, etc., are impossible to maintain, so all these
will be converted to RGB.
- RGB Color
Modes that contain Cool White, Warm White, and/or Ultra Violet
(Indigo) will be converted to White.
- The cWwW mode will be converted to RGB.
- All the Color Mode conversions will alter
the patch significantly; the patch will further alter when 16-bit
addresses save to 8-bit. The starting channel of the patch is
always maintained, but extra channels or gaps will appear between
patched objects.
- Saving the current WYSIWYG file to a previous
version opens a Warning dialog
box for confirmation:

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
- From the menu,
choose .
Tip: You can
also click the Quick Light Emission Tool from the Tools toolbar.
The Quick
Light Emission Tool button.
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.
- 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.
- Select the object that you want to edit.
- Right-click on the object, and then select .
Tip: At any
time, to access an object’s properties, you can click on the Properties tool
on the Edit toolbar.
The Item Properties button.
Result: The
Properties window appears.
- Click the Sidedness
tab.
- 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.
- 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.
- Click OK.
- Review your changes in the Shaded tab
and make adjustments as required.
- Sidedness: Choose
the sidedness of the selected object:
- Double Sided:
Select this option to turn the single-sided object into a double-sided
object. Note that you cannot change WYSIWYG’s default venues from
single to double sided.
- Single Sided:
Select this option to turn the double-sided object into a single-sided
object. For example, if you have created a custom surface/wall/venue
and have imported it as a double-sided object into WYSIWYG, you can
select it and make it single sided so you can see “into” the venue
when you rotate it in Shaded views. Note that you cannot change any
of WYSIWYG’s library objects from double to single sided.
- Flip Normal: If
you have imported a custom-drawn object or drawn an object in WYSIWYG
and you see in the Shaded view that it appears incorrectly (the “faces”
showing the texture/color are pointing inward), select this checkbox
to flip the faces in the opposite direction, and then look at the
object in the Shaded view again.