Textures
You can apply textures to different objects,
such as venues, surfaces, 3D primitives, and library objects. Surfaces
are created using the Surface tool,
or by extruding a line. The textures provided with WYSIWYG emulate various
types of surfaces, such as brick or cloth. You can also use your own bitmap
or jpeg files as textures, to emulate projection screens, or to cover
a surface with a texture specific to your show.
When customizing an object, you can apply
either a color or a texture;
you cannot apply both.
To apply a texture
to a surface
The following procedure details how to
apply a texture to a surface, but it can also be used to apply a texture
to venues, risers, walls, library objects, spheres, cylinders, or cones
by right-clicking, and then selecting .
In order for textures to be displayed properly
on surfaces, the surface must be drawn in a counter-clockwise direction.
For details, see To
draw a surface.
- Right-click the surface to which you want to apply
a texture, and then choose .
- Click the Appearance tab.
- Select the texture option that you want. The options
are:
- Texture from Library:
Indicates that the selected surface is a texture from the WYSIWYG
library. The texture name appears in the box provided. Click the ellipsis
button (...) to modify the selected surface.
- Image Source:
The selected surface uses a texture from an external bitmap or jpeg
file on your hard drive rather than one from the WYSIWYG library.
From the drop-down list, select from the images stored and available
in Image Manager or click New to create a new image source in
Image Manager.
- Video Source:
The selected surface uses a texture from a live or pre-recorded video
source. From the drop-down list, select from the video files stored
and available in Video Manager, or
click New to create a new video
source in the Video Manager.
- Use Normal Map:
The selected surface uses an Image Source that’s a Normal Map, to
create the perception of fragmented surface texture detail and depth,
making objects look more realistic.
From the drop-down list, select to apply
an existing Normal Map image 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.
From the Scale
drop-down list, 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 the maximum value stored in the imported
Normal texture/image (100%).
- Select Tile 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.
or
Select Stretch to
make the selected texture grow to cover the entire 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. This
option is not active unless you choose a texture. You cannot choose this
option for spheres, cylinders, or cones. If you choose this option, you
can also choose the following:
- Aspect Ratio:
Click this option to preserve the aspect ratio of the original texture
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 applied a Normal Map texture, specify the number of times the
Normal Map is multiplied across the object (element) to which it is
applied. Type a value in the Normal Map Size
Multiplier box. (Enter a valid number between 0.01 and
100.)
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.
Note: Textures
from a single image source can be applied to fit curved surfaces that
were extruded from arcs and splines. For more information, see Extrude.
- 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 the Texture
Rotation drop-down list.
- Click OK.