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Editing Zipper Materials

Editing Zipper Materials

You can edit the zipper materials, including assigning different fabrics, seams, and colors, in a similar way to other materials.

To edit zipper materials:

  1. If the Materials tab is not already open, on the Resources tabs, click Materials.

    Materials

  2. On the Materials tab, in the Trims section, in Edge Assignable, click the zipper. The zipper properties are displayed in the Context view.

Edit the properties as required.

Context view

Label Description

1

Name and Physics

  • Name of the zipper

    1. Click Rename to rename the zipper. A Rename dialog box is displayed.

    2. Type in the new name.

    3. Select or clear Apply to all Colorways according to whether you want the new name to be applied to all colorways.

    4. Click OK.

  • Physics

    Note: Disabled for Teeth - Closed and Teeth - Open.

    • Click Physics to display the:

      • Physics dialog box

    • Edit the physical properties, if required.

    • Click Restore from Database to reset the physical properties to the database values.

2

Single Color. If you select this option, the existing color thumbnails are hidden and replaced by one new color thumbnail. In addition, any change to the color affects all parts of the zipper.

3

Parts of the zipper, each with an image thumbnail and color thumbnail. Exception: If you select the Single Color option, only one color thumbnail is displayed. For more information, refer to Single Color. The selected zipper part is highlighted in blue.

Click the color thumbnail to open the color picker, and select the color you want.

Note:

  • The color selected affects the diffuse color only.

  • Changing the Teeth - Closed color automatically changes the Teeth - Open color, and the other way around.

4

Image of the face and the back of the part, if applicable. For example, the following image is of closed teeth.

Teeth - Closed

The selected image is highlighted in blue. The selected image determines which visual properties are displayed in the relevant sections.

  • Click Copy face to back to copy the properties of the face to the back.

  • Click Copy back to face to copy the properties of the back to the face.

  • Toggle Click to hide to hide or show the selected side. Hide means that the side is invisible in 2D and 3D.

    • Shown Click to hide

    • Hidden Click to show

Note: Puller, Pull Cord, and Stopper only have a face.

5

Transparency - the amount of transparency the part is to display, expressed as a percentage. The default is 0%.

6

Diffuse

  • Click Reset to reset the diffuse color so that it no longer has any effect on the diffuse image.

    • Note: If you reset the material color, depending on your preferences, the blending mode may also be changed. Resetting the material color automatically sets the blending mode to the mode specified in your preferences. For example, if the material blending mode is Multiply, and the default blending mode in your preferences is Overlay, when you rest the material color, its blending mode is changed to Overlay.

      If the blending mode specified in your preferences is:

      • Multiply, the color resets to white

      • Overlay, the color resets to 50% gray

  • The left thumbnail is disabled by default for a 3D object. An image is only displayed if the 3D object includes a diffuse image.

  • The right thumbnail displays the diffuse color. Click the thumbnail to display the color picker.

  • In Color Blending, click Drop-down to select the color blending to apply. For more information, refer to Color Blending Modes. Note: Enabled for Tape, Teeth, and Pull Cord.

  • Select Hide Background to hide the background of the selected part.

7

Specular

Map representing the shininess aspect of the material; how reflective it is. Includes a texture (image file).

  • The thumbnail is disabled by default for a 3D object. An image is only displayed if the 3D object includes a specular image. A specular map image is a gray level image. Click the thumbnail to display the image editor.

  • In Intensity, drag the slider or type in a number from 0 (none) to 10 (maximum) to set how reflective the material is.

8

Roughness

Map representing the roughness aspect of the material; the surface irregularities that diffuse light. Includes a texture (image file).

  • The thumbnail is disabled by default for a 3D object. An image is only displayed if the 3D object includes a specular image. A roughness map image is a gray level image. Click the thumbnail to display the image editor.

  • In Intensity, drag the slider or type in a number from 0 (none) to 1 (maximum) to set how much roughness the material has.

9

Normal

Map representing the bumpiness of the material. Includes a texture (image file).

  • The thumbnail is disabled by default for a 3D object. An image is only displayed if the 3D object includes a normal image. Click the thumbnail to display the image editor.

  • In Depth, drag the slider or type in a number from -3 to 3 to set the bumpiness of the material. A value of 0 is not bumpy and values of -3 and +3 are most bumpy, in different directions.

10

Displacement

Map representing the 3D geometrical aspect or thickness of the material, and is used to create realistic depth effects. Includes a texture (image file) and depth. Effective in ray trace renders.

  • The thumbnail is disabled by default for a 3D object. An image is only displayed if the 3D object includes a displacement image. A displacement map image is a grayscale image.

    • Medium gray: no effect

    • Darker gray: concave depth as shown in the following image:

      Effect of darker gray

    • Lighter gray: convex depth as shown in the following image:

      Effect of lighter gray

       

    Click the thumbnail to display the image editor.

  • In Depth, drag the slider or type in a number from 0 (none) to 3 (maximum) to set the depth of the material.

11

Advanced Options

Toggle Toggle to display the text box to display additional visual properties. For more information, refer to Advanced Options.

12

Workmanship or Information, depending on the part selected

You can add additional production information here, if necessary. Text entered here is available as JSON data when a tech pack is created. The data is not available by default, and requires creation and operation of an external script to extract it.x

Advanced Options

Advanced options

Label Descriptions

1

Metalness

Map representing the metallic aspect of the fabric. Includes a texture (image file).

  • The thumbnail is disabled by default for a 3D object. An image is only displayed if the 3D object includes a metalness image. A metalness map image is a grayscale image.

    • Black: no effect (Intensity of 0)

    • White: maximum effect (Intensity of 1)

    Click the thumbnail to display the image editor.

  • In Intensity, drag the slider or type in a number from 0 (none) to 1 (maximum) to set the metallic amount.

Note: If Metalness Intensity is set to 1, the specular map has no effect.

2

Specular tint

Map that adds the diffuse color to reflective areas on the material.

  • In Intensity, drag the slider or type in a number from 0 (none) to 1 (maximum) to set the amount of specular tint.

3

Sheen

Map that adds the natural behavior effect of light coming from behind the material. It is used to create a velvet like appearance of materials.

  • In Intensity, drag the slider or type in a number from 0 (none) to 1 (maximum) to set the amount of sheen.

4

Sheen tint

Map that adds the effect of reflections set by the sheen coming from behind the material.

  • In Intensity, drag the slider or type in a number from 0 (none) to 1 (maximum) to set the amount of sheen tint.

5

Subsurface

Map representing the effect of light scattering inside an object, being an additional diffuse channel. Useful for translucent materials. Includes a texture (image file) and a color.

Use of this channel is the only way to achieve a diffuse color that is different from the specular color.

  • The thumbnail is disabled by default for a 3D object. An image is only displayed if the 3D object includes a subsurface image. Click the thumbnail to display the image editor.

  • The right thumbnail displays the subsurface color. Click the thumbnail to display the color picker. The color and the texture combine using Multiply blend mode. For more information, refer to Color Blending Modes.

  • In Intensity, drag the slider or type in a number from 0 (none) to 1 (maximum) to set the strength of the effect.

6

Clear coat

Map representing another level of shininess, being an additional shininess/specular channel. Useful for 3D trims and especially shiny materials.

  • In Intensity, drag the slider or type in a number from 0 (none) to 1 (maximum) to set the amount of shininess.

7

Clear coat roughness

Map representing the level of roughness of the clear coat channel. This is a very precise, fine tune effect which is not as readily visible as other channels.

  • In Intensity, drag the slider or type in a number from 0 (none) to 1 (maximum) to set the amount of roughness.

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