Editing Vector Artwork Properties

VStitcher 2019 August Edition and newer

You can edit the properties of vector artwork, similar to editing other artwork but with additional features.

To edit artwork properties:

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

    Materials

  2. On the Materials tab, click the artwork you want to edit. The artwork properties are displayed in the Context view.

  3. Edit the properties as required.

    Edit vector artwork properties

    Label Description

    1

    Name, and Physics

    • Name of the artwork

      1. Click Rename to rename the artwork. 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

      • If you want to add physical properties to the artwork:

        1. Select Enable Physical Properties.

          Enable Physical Properties is selected

        2. 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.

    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 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

    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: 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

    Blending and Transparency

    • 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. Includes a texture (image file) and a color.

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

    • 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:

    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.

    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, when expanded, shows the feature in use.

    Use lower layer maps in action

    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:

        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

    Information and Print Execution

    Toggle Toggle to display the text box to display the Print Execution drop-down and the Information text box.

    Print execution and information

    • 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:

      1. In Print Execution, click Drop-down to display the available print execution options. A menu of options is displayed.

        Print execution

      2. 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.

      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.

    13

    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.

  • 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

Previously, the application converted vector artwork to PNG format. Now, 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 artwork to vector:

  1. On the Resources tabs, click Materials, then Garment.

  2. On the Resources tabs, hover over the artwork you want to convert. Click Click to display a menu. A menu is displayed.

  3. Click Convert to Vector.

 

Related Topics Link IconRelated Topics

Support

Send feedback about the Help Center

© Browzwear Solutions Pte. Ltd. 2018-2019. All rights reserved. Legal Notices