You can edit the properties of artwork.
To edit artwork properties:
-
Go to the Artwork section and click the artwork you want to edit. The artwork properties are displayed in the Context view.
-
Edit the properties as required.
Note
For information about editing vector graphics, refer to Editing Vector Artwork Properties.
2021.3.1 and newer
Label
Description
1
Name and Physics
-
Name of the artwork
-
Click to rename the artwork. 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.
-
If you want to add physical properties to the artwork:
-
Select Enable Physical Properties.
-
Edit the properties as required.
For example:
-
Add thickness by typing in a Thickness value.
-
Make the artwork molded by selecting Molded, then adding a Depth and Type.
-
-
-
Click Restore from Database to reset the physical properties to the database values.
-
For more information, refer to Physics Reference.
Note: The Physics property is not applicable for seams, and is disabled.
-
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
Material Mode
The available modes are PBR and Substance.
-
By default, PBR is selected. If selected, no changes to the artwork material are implemented.
-
If Substance is selected, the Effect (Artwork execution) drop-down is displayed.
Click the drop-down to display the available effects, then click to select.
-
When the available effects are displayed, you can click Import Substance to import your own custom presets. For more information, refer to Importing Custom Substance Presets.
-
Note: If you select an effect, the standard PBR material properties do not display and are replaced by the properties available for the selected effect. To display the standard material properties, at Material Mode, select PBR.
For more information, refer to Substance Presets.
4
-
Material Blending
The 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 element 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. Includes a texture (image file) and a color.
-
Click 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 an image. Click the thumbnail to display the image editor. For more information, refer to Image Editor.
-
The right thumbnail displays the diffuse color. Click the thumbnail to display the color picker.
-
In Color Blending, click the drop-down to select the color blending to apply. For more information, refer to Color Blending Modes.
-
Select Hide Background to hide the artwork background.
6
-
Use Lower Layer Maps
You can use this feature to blend materials to underlying materials. For example, to add a special finish effect to jeans, or for realistic display of knitted pieces.
Select this option to:
-
Disable all the material maps other than diffuse.
-
Inherit the maps of all the materials that are under (a lower z-index) the selected material.
For example, assume you have artwork on top of a pattern piece. Selecting the option for the artwork means that all the artwork material maps, except diffuse, are ignored. In addition, the material maps for the pattern piece are used by the artwork.
If you have artwork on top of a pattern piece on top of another artwork on top of a base fabric, selecting the option for the top artwork means that all the artwork material maps, except diffuse, are ignored. In addition, the material maps for the pattern piece, the other artwork, and the base fabric are all used by the top artwork.
The following image shows the feature in use.
-
-
Auto Generate Depth Maps
You can use this feature to automatically generate depth maps (normal and displacement) for the material if required. If the material has normal and displacement maps which you want to use, ensure this option is not selected.
Note: If selected and you make a change to the material, the software automatically regenerates the depth maps
7
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.
8
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.
9
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.
10
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: 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. The data is displayed in the artwork page of the exported tech pack along with the selected print execution.
13
Fur
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.
2020 May Edition to 2021.2
Label
Description
1
Name and Physics
-
Name of the artwork
-
Click to rename the artwork. 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.
-
If you want to add physical properties to the artwork:
-
Select Enable Physical Properties.
-
Edit the properties as required.
For example:
-
Add thickness by typing in a Thickness value.
-
Make the artwork molded by selecting Molded, then adding a Depth and Type.
-
-
-
Click Restore from Database to reset the physical properties to the database values.
-
For more information, refer to Physics Reference.
Note: The Physics property is not applicable for seams, and is disabled.
-
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
Artwork Execution
-
By default, Custom is selected. If selected, no changes to the artwork material are implemented.
-
Click to display a menu of available presets, then click to select.
-
If using version 2020.2.1 or newer, you can click Import Substance to import your own custom presets. For more information, refer to Importing Custom Substance Presets.
-
If using version 2020.2.0, you can click the link for information about how to create your own Substance materials.
-
Note:If you select a preset, the standard PBR material properties do not display and are replaced by the properties available for the selected preset. To display the standard PBR material properties, select Custom.
For more information, refer to Substance Presets.
4
-
Material Blending
The 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 element 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. Includes a texture (image file) and a color.
-
Click 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 an image. Click the thumbnail to display the image editor. For more information, refer to Image Editor.
-
The right thumbnail displays the diffuse color. Click the thumbnail to display the color picker.
-
In Color Blending, click to select the color blending to apply. For more information, refer to Color Blending Modes.
-
Select Hide Background to hide the artwork background.
6
-
Use Lower Layer Maps
You can use this feature to blend materials to underlying materials. For example, to add a special finish effect to jeans, or for realistic display of knitted pieces.
Select this option to:
-
Disable all the material maps other than diffuse.
-
Inherit the maps of all the materials that are under (a lower z-index) the selected material.
For example, assume you have artwork on top of a pattern piece. Selecting the option for the artwork means that all the artwork material maps, except diffuse, are ignored. In addition, the material maps for the pattern piece are used by the artwork.
If you have artwork on top of a pattern piece on top of another artwork on top of a base fabric, selecting the option for the top artwork means that all the artwork material maps, except diffuse, are ignored. In addition, the material maps for the pattern piece, the other artwork, and the base fabric are all used by the top artwork.
The following image shows the feature in use.
-
-
Auto Generate Depth Maps
You can use this feature to automatically generate depth maps (normal and displacement) for the material if required. If the material has normal and displacement maps which you want to use, ensure this option is not selected.
Note: If selected and you make a change to the material, the software automatically regenerates the depth maps
7
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.
8
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.
9
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.
10
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. The data is displayed in the artwork page of the exported tech pack along with the selected print execution.
13
Fur
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.
2020 January Edition
Label
Description
1
Name and Physics
-
Name of the artwork
-
Click to rename the artwork. 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.
-
If you want to add physical properties to the artwork:
-
Select Enable Physical Properties.
-
Edit the properties as required.
For example:
-
Add thickness by typing in a Thickness value.
-
Make the artwork molded by selecting Molded, then adding a Depth and Type.
-
-
-
Click Restore from Database to reset the physical properties to the database values.
-
For more information, refer to Physics Reference.
Note: The Physics property is not applicable for seams, and is disabled.
-
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
Blending and Transparency
-
Blending
The 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 element is to display, expressed as a percentage. Note: If the selected side is hidden, Transparency is automatically set to 100%.
4
Diffuse
Map representing the flat, solid color aspect of the material. Includes a texture (image file) and a color.
-
Click 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 an image. Click the thumbnail to display the image editor. For more information, refer to Image Editor.
-
The right thumbnail displays the diffuse color. Click the thumbnail to display the color picker.
-
In Color Blending, click to select the color blending to apply. For more information, refer to Color Blending Modes.
-
Select Hide Background to hide the artwork background.
5
Use Lower Layer Maps
You can use this feature to blend materials to underlying materials. For example, to add a special finish effect to jeans, or for realistic display of knitted pieces.
Select this option to:
-
Disable all the material maps other than diffuse.
-
Inherit the maps of all the materials that are under (a lower z-index) the selected material.
For example, assume you have artwork on top of a pattern piece. Selecting the option for the artwork means that all the artwork material maps, except diffuse, are ignored. In addition, the material maps for the pattern piece are used by the artwork.
If you have artwork on top of a pattern piece on top of another artwork on top of a base fabric, selecting the option for the top artwork means that all the artwork material maps, except diffuse, are ignored. In addition, the material maps for the pattern piece, the other artwork, and the base fabric are all used by the top artwork.
The following image shows the feature in use.
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
10
Advanced Options
Toggle to display additional visual properties. For more information, refer to Advanced Options.
11
Information and Print Execution
Toggle to display the Print Execution drop-down and the Information text box.
-
Information
In the Information text box, type in any additional production information you want to add. 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.
-
Print Execution
This feature allows you to include in the tech-pack information about how the artwork is to be dealt with.
To add the information:
-
In Print Execution, click to display the available print execution options. A menu of options is displayed.
-
Click the option you want.
The data 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.
Note
The print execution options displayed in the image above are the default options. For information about how to configure the options, refer to Configuring Print Execution.
-
12
Fur
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.
-
Note
Versions older than 2020 May Edition
As mentioned above, one of the artwork properties you can edit is Print Execution: information to be included in the tech pack about how to deal with the artwork. A default list of options is included. You can configure your own options.
To configure your own options for the first time:
-
Close any open versions of Lotta and VStitcher.
-
Go to:
Windows: C:\Users\<your username>\AppData\Local\Browzwear\common\PrintExecution
Mac: /Users/<username>/Library/Application Support/browzwear/common/PrintExecution
-
Open the file list.json.sample in the text editor of your choice. If the file is not available, download it from here to your computer.
-
Edit the list as required using the indicated format.
Note
"id" is the identifier for the option, and "caption" is the caption that displays in the user interface. Captions display in the order in the file.
For example, to add Low Density as an option, add the line:
{ "id": "Low Density", "caption": "Low Density" },
The following image shows this being done, adding the option after High Density.
For example, to remove an option, delete the relevant line.
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When you have finished your edits, save the file in the same location with the name list.json.
When you next open Lotta or VStitcher, the Print Execution options are updated to reflect the contents of the list.json file.
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To configure the Print Execution options thereafter, edit the list.json file as required.
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