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Editing Trim Properties

Editing Trim Properties

Editing 3D Trim Texture Maps - 2020 September Edition and Newer

To be imported into VStitcher, 3D trim must be in FBX or OBJ format. You can now add, replace, and externally edit the texture maps for all PBR channels for 3D trim items. For more information, refer to Editing 3D Trim Texture Maps.

Note: Options other than add, externally edit, and replace texture maps are not supported for 3D trim items.

Editing 3D trim texture maps

 

To edit trim properties:

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

    Materials

  2. If not already open, click the Garment tab.

    Garment tab is open

  3. In the Trims section, click the trim you want to edit. The trim properties are displayed in the Context view.

  4. Edit the properties as required.

    Edge Assignable Vector Trim Edge Assignable Trim Piece Assignable Vector Trim Piece Assignable Trim
    Edge assignable vector trim properties Edge assignable trim properties Piece assignable vector trim properties Piece assignable trim properties

     

    Label Description

    1

    Trim type (regular or vector) and name.

    • Trim type (regular or vector) and name

      1. Click Rename to rename the trim. The Rename Material 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

      • Click Physics to display the Physics dialog box.

        Physics dialog box

      • Edit the physical properties, if required.

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

    • Copy to

      • Click to copy piece assignable trim to edge assignable trim, or to copy edge assignable trim to piece assignable. For more information, refer to Adding Trim to a File.

     

    2

    Image of the face and the back of the trim. 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 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

    3

    Note: Only available for vector trims.

    Colors - one set of thumbnails for each color in the graphic.

    Each thumbnail set has an upper and lower image and a label.

    • 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.

    • The label is either the RBG values of the current color, or the name of the color if it is from your own color library. You can double-click the label and type in your own text.

    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: Reset. 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

    Material Blending and Transparency

    • Material 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 trim is to display, expressed as a percentage.

      Note: If the selected side is hidden, Transparency is automatically set to 100%.

    5

    Seam Properties

    Offset, Line Count, and Distance

    • Offset - the distance between the material and the edge of the pattern piece. The default and minimum value are 0.

      Tip: Each layer of a multilayered seam material has a value for Offset. For example, if all have a value of 0, they are stacked on top of one another. This replicates the legacy behavior of seams.

    • Line Count - the number of lines repeating the trim. For example, in the above image, Line Count is 2.

      If Line Count is greater than 1, all property or material changes to the trim are replicated in each line.

      The default and minimum value are both 1. The maximum value is 10.

    • Distance - where Line Count is greater than 1, this property is the distance between each line.

      The default value is 0.1 (cm or inches). The minimum value is 0.1mm or 0.02in.

      Note: If Line Count is 1, Distance is disabled.

    6

    Thread Properties

    Thread Properties

    Note: A thread (or stitch) is one repeat of the material.

    7

     

    Diffuse

    Map representing the flat, solid color aspect of the material. Includes a texture (image file) and a color.

    • Vector Trims

      • 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.

    • Non-Vector Trims

      • 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.

      • 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

      • In Color Blending, click Drop-down to select the color blending to apply. For more information, refer to Color Blending Modes.

      • Select Hide Background to hide the seam background.

    8

    • 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:

      1. Disable all the material maps other than diffuse.

      2. Inherit the maps of all the materials that are under (a lower z-index) the selected material.

    • 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.

    9

     

    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.

    10

    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.

    11

     

    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.

    12

    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:

        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.

    16-bit grayscale files are now supported for displacement maps. Such files may be JPEG, TIF or PNG format.

    Video available For an introduction, check out the video: Displacement Maps

    13

    Advanced Options

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

    14

    Information

    Toggle Toggle to display the text box to display the information text box.

    Information text box

    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.

    15

    Fur (V-Ray Only)

    Select Use Fur to display fur properties. For more information, refer to Fur.

     

    Advanced Options

    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 diffuse 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.

    Converting Existing Vector Artwork in Garments

    When you open a file with an existing Ai graphic, you are prompted with the option to convert to vector format.

    To convert existing Ai/SVG seam material to vector:

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

      Materials

    2. If not already open, click the Garment tab.

      Garment tab is open

    3. Go to the Trims section.

    4. Hover over the trim you want to convert and click Click to display a menu. A menu is displayed.

    5. Click Convert to Vector. The graphic is converted to vector format.

    You can also convert vector back to raster using the same procedure but clicking Convert to Raster on the menu.

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