Editing Vector Fabric Properties
You can configure various properties for each fabric in the application. However, you must use external software to edit fabric texture. For more information, refer to Editing Fabric Texture.
-
If the Materials tab is not already open, on the Resources tabs, click Materials.
-
If not already open, click the Garment tab.
Go to the Fabrics section and click the fabric you want to edit. The fabric properties are displayed in the Context view.
-
Edit the properties as required.
Label Description 1
Name, and Physics
-
Name of the fabric
Click to rename the fabric. The Rename Material dialog box is displayed.
Type in the new name.
Select or clear Apply to all Colorways according to whether you want the new name to be applied to all colorways.
Click OK.
-
Physics
-
Click Physics to display the Physics dialog box.
-
Note: The Physics property is not applicable for seams, and is disabled.
2022.1 and Newer
Physics Watermark
An orange mark on the Physics Properties button indicates that a physics watermark exists for this fabric.
Browzwear Physics Watermarks exist only on fabrics that have been tested by the FAB.
Lack of a physics watermark means that the raw data for this fabric is unavailable.
For more information about physics watermarks, refer to Physics Reference.
2
Image of the face and the back of the artwork. The selected image is highlighted in blue. The selected image determines which visual properties are displayed in the relevant sections.
Note: The arrowhead icons are only enabled if the face and back are different.
Click to copy the properties of the face to the back.
Click to copy the properties of the back to the face.
-
Toggle to hide or show the selected side. Hide means that the side is invisible in 2D and 3D.
Shown
Hidden
3
Colors - one set of thumbnails for each color in the graphic.
Each thumbnail set has an upper and lower image and RGB values.
Upper: current color in VStitcher. Click to display a color picker. If required, select the color you want to change to.
Lower: original color in source file. Not clickable.
RBG Values of current color. You can double-click the label and type in your own label.
Note: If you change the color in VStitcher, the color in the source file is not changed. If you change the color in an external editor, both thumbnails reflect the changed color.
Each set of thumbnails with different top and bottom colors has a reset icon: . Click to reset the current color to be the color in the source file and hide the reset icon. Reset also causes the RGB values to display.
4
-
Blending - the blending mode.
Blending mode determines how a material blends with the material beneath it in the stacking order. For more information, refer to Material Blending.
Transparency - the amount of transparency the seam is to display, expressed as a percentage. Note: If the selected side is hidden, Transparency is automatically set to 100%.
5
Diffuse
Map representing the flat, solid color aspect of the material.
The left thumbnail is an image. Click the thumbnail to display the image editor.
For more information, refer to Image Editor. Click Reset to reset the color and size back to the color and size of the source vector file.
6
Specular
Map representing the shininess aspect of the material; how reflective it is. Includes a texture (image file).
The thumbnail is an 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.
7
Roughness
Map representing the roughness aspect of the material; the surface irregularities that diffuse light. Includes a texture (image file).
The thumbnail is an 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.
8
Normal
Map representing the bumpiness of the material. Includes a texture (image file).
The thumbnail is an 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.
9
Displacement (Ray Trace Only)
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.
Note: There must be a texture for the displacement map to have any effect.
-
The thumbnail is an image. A displacement map image is a grayscale image.
Medium gray (RGB of 128,128,128 or 50% gray): no effect
-
Darker gray: concave depth as shown in the following image:
-
Lighter gray: convex depth as shown in the following image:
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.
Note: With effect from 2020 January Edition, 16-bit grayscale files are supported for displacement maps. Such files may be JPEG, TIF or PNG format.
For an introduction, check out the video: Displacement Maps
11
Advanced Options
Toggle to display additional visual properties. For more information, refer to Advanced Options.
12
Information
Type in any additional production information you want to add. Text entered here is available as JSON data when a tech pack is created.
13
Fur (V-Ray Only)
Select Use Fur to display fur properties. For more information, refer to Fur.
Advanced Options
Label Descriptions 1
Metalness
Map representing the metallic aspect of the material. Includes a texture (image file).
-
The thumbnail is an 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 left thumbnail is an 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.
-
Comments
Please sign in to leave a comment.