A texture can be created from any image file that can be imported into VectorWorks. Once you chose your image, you can give it a name in RenderWorks and add transparency and shininess. You can then edit the texture so that it may be optimally mapped.
RenderWorks supplies a variety of image based textures in the Textures folder in your VectorWorks folder. They are categorized and can be imported like any other resource.
To Create a Texture from an Image
You can use any graphic editor as long as the image is saved in a format that VectorWorks can import.
2. Open the Resources Palette.
4. Click the Texture radio button.
The Edit Textures Dialog appears.
6. Click the Image radio button.
If a preview of the image does not appear in the upper left of this window, click Create. A preview of the image is created and will now always appear.
The Texture Image Options dialog appears.
Select either Thousands or Millions of colors.
Enter a scaling factor for the image.
Note: The size of the image, as indicated in the Texture Image options dialog illustrates how much larger your VectorWorks file will get if you use this texture. The more image based textures you use, the larger your file will become, and the more memory you will need to complete your operations.
The Edit Texture Image window appears.
11. Select the Feature Size widget and place the first handle where you want to specify the start of your feature size.
You can adjust the left and right handles by selecting them and dragging to the desired location. The marking indicates a start and end distance for the actual feature size entered. For example, you may want to mark the beginning and ending of a brick. If you then enter a Feature size of 8 inches, that brick will occupy 8 inches of space when mapped onto an object. This applies real world values to arbitrary images.
This is the amount of inches that the selection that you indicated with the feature size widget will occupy. If you enter 8 inches, the selected part of the image will take up 8 inches of space on your object. This effects how the image will tile.
13. Select the Origin widget and place it where you want the origin of the image to be.
The origin always defaults to the bottom left corner of the image. Move the cursor over this corner until the cursor appears. Then click and drag to move the origin. The origin is adjusted in the Horizontal and Vertical fields. You can also manually enter the origin coordinates in the fields provided.
Note: The origin stores the pixel position but is represented in inches. Feature size doesn't affect pixel position of the origin.
14. Select the tiling options.
You can choose to tile horizontally, vertical or both by checking the boxes.
You are returned to the Edit Texture window. A preview of the image is shown.
16. Enter a name for the texture.
17. Select the desired transparency and shininess.
The texture is added to the resource palette and is indicated by a icon.