Using Corel TEXTURE


Overview: Using Corel TEXTURE
Using Corel TEXTURE

Corel TEXTURE lets you create patterns from rock, marble, clouds, or other materials. A texture is the surface revealed by slicing a three-dimensional object. For example, when you slice a block of wood at different angles, you create surface features that show growth rings, a straight grain, or a veneer effect. You can control the appearance of the pattern to reflect the cutting knife, the direction of the cut, and how the edges of the cut are beveled. You can also control the color and lighting effects that enhance the appearance of a texture.

You create textures by combining four properties:

•	Lighting [image] manipulates one, two, or three spotlights that shine onto a texture's surface

•	Shader layers [image] contain a material, a color, and a blend

•	Topography [image] defines the surface contour of a texture. The shape of the surface, such as waves, ripples, and bumps, is controlled by the shape of the knife that slices the material.

•	Edge [image] creates a round, beveled, or flat border for a texture

You can design and edit textures at any time. You can make natural textures, such as wood, stone, ripples, clouds, and bumpy surfaces. You can also create patterns of checkers, dots, and lines or combine natural textures with these patterns. The textures you create have consistent characteristics over their entire surface and may be produced at resolutions suitable for either electronic or paper formats.

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Overview: Creating a surface by slicing an object
Creating a surface by slicing an object

A texture is a surface created by slicing a solid object. Resolution, object dimensions, and pattern irregularity are important concepts to understand when slicing a surface.

Object dimensions

You can slice a material in any direction and from any angle. A texture is the surface revealed by slicing the object. Depending on the type of material, you can produce a wide range of surface features. For example, when cut at different angles, a marbled surface can have veins or spots.

You must define the size and characteristics of your texture: narrow and thin, or wide and short. You can view the image from up close or far away to gain different perspectives. When you render a texture [image] or transform it into a bitmap image [image] the size and resolution you choose determines how much of the surface detail is shown.

Details in rendered resolutions

The resolution of a rendered texture affects surface detail. Fine details appear as you move closer to the object. This means that larger images are not blow-ups of smaller images. The resolution detail remains the same and the quality does not degrade as the image is enlarged.

Pattern irregularity

The internal structure of the materials used to create textures often has a regular pattern. This pattern, in wood or granite for example, appears when the material is sliced. You control the regularity of a pattern by creating a uniform texture or allowing the pattern to degrade randomly. You can also set up a pattern in which half the elements are uniform and half are random.

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Overview: Unrendered texture designs
Unrendered texture designs

Unrendered texture designs include all the properties of a texture, as well as a thumbnail image used to draw the texture.

The textures you create, along with preset patterns, are in a texture file format. These textures simulate surfaces, such as stone, clouds, and waves.

Corel TEXTURE files share a few characteristics:

•	Texture designs can be edited and modified at any time.

•	Texture designs have a relatively small file size (40-50Kb.)

•	Texture designs must be rendered before being used in other applications.

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Overview: Rendered texture designs
Rendered texture designs

A rendered texture is converted to a bitmap that may be imported into other applications. You can render a texture to your screen, where the image may be reviewed for any final changes. Remember the following points about rendered textures:

•	You can use rendered textures in other applications.

•	You can specify the size and resolution of a rendered texture. Resolution depends on the intended use of the texture. Electronic documents require a low resolution, while printed documents require a high resolution.

•	Rendered textures are saved as .BMP files.

•	You cannot edit or alter a rendered texture in Corel TEXTURE. However, you can import the rendered image into another program and edit it as a bitmap.

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Getting started with Corel TEXTURE


Overview: Getting started with Corel TEXTURE
Getting started with Corel TEXTURE

You create unique textures for use as backgrounds for a Web site, wall paper on your desktop, or part of a design you are making in another application.

You can create a new texture by designing one from a blank texture, from a preset texture, or using Texture wizard.

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Creating a texture from a blank texture

Starting with a blank texture lets you create a custom design. You begin with a "blank slate" in which two lights shine on a flat, black, featureless surface. Creating a new texture is the best way to experiment with designs.

To create a texture from a blank texture

1.	Click File, New.

2.	Enable the Blank Texture button.

3.	Click the New button.

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Creating a texture by modifying a preset texture

Corel TEXTURE provides preset textures that you can modify to create new images. Use the Texture gallery to browse through the available textures.

To create a texture by modifying a preset texture

1.	Click File, New.

2.	Enable the Texture Preset button.

3.	Click the New button.

4	Click a tab to view the contents of the page.

5.	Choose a shade from the Texture Type list box.

6.	Double-click the image in the gallery.

 Note

•	To avoid overwriting the preset texture, save the texture with a new filename.

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Creating a texture using the Texture wizard

The Texture wizard helps you create complex, custom textures from scratch. The Texture wizard guides you through all the steps required to create a texture by prompting you for design decisions. At any time, you can back up and specify different settings.

To create a texture using the Texture wizard

1.	Click File, New.

2.	Enable the Texture wizard button.

3.	Click the New button.

4.	Follow the on-screen instructions.

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Specifying texture size and resolution

The texture size you specify depends on how you plan to use the texture. You may use it as a Web page background, as part of a composite image, or as part of another application. The texture resolution you define depends on whether the texture is produced as an electronic file or printed on paper.

To specify texture size

1.	Click File, Image Setup.

2.	Enable one of the Measurement Units buttons.

3.	Type a value in the Texture Width box.

4.	Type a value in the Texture Height box.

To specify texture resolution

1.	Click File, Image Setup.

2.	Enable one of the Resolution Units buttons.

3.	Type a value in the Texture Width box.

4.	Type a value in the Texture Height box.

 Notes

•	The settings you specify affect the rendering time and the size of the rendered texture file. A large, high-resolution texture file takes longer to render.

•	Different printing and display formats require different resolution values. Textures intended only for screen display should be set at 72 dots per inch (dpi.) Most printed textures are set at 150 dpi, regardless of the printer resolution. Geometric patterns with sharp line boundaries require a higher resolution.

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Defining lighting properties


Overview: Defining lighting properties
Defining lighting properties

Lighting properties determine the amount, intensity, and quality of the illumination on a texture's surface. You can create lighting effects by manipulating up to three spotlights hanging above the surface of the texture. You can turn on some, none, or all of the lights and change their positioning.

You can assign a different color to each light. Lighting is also affected by the surface properties of the texture.

You can adjust the following properties for each light:

•	Ambient [image] sets the overall intensity of the light shining on a texture's surface. Increasing the ambient light brightens the surface of the texture.

•	Shading [image] sets the amount by which color values are reduced to create shading

•	Highlights [image] sets the amount of contrast created by each light

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Setting lighting properties


Overview: Setting lighting properties
Setting lighting properties

You can view a three-dimensional representation of both the texture and the lights that shine on a surface. Up to three lights may be turned on and positioned above the texture. You can also change the color of the lights.

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Turning lights on and off

Lighting properties control how the light shines on the surface of the texture. You can specify the number of lights that you want to use. Lighting controls have no effect on the texture when all three spotlights are turned off.

To turn a light on

1.	Click the Lighting Properties layer.

2.	Enable the Light check boxes to turn each light on.

To turn a light off

1.	Click the Lighting Properties layer.

2.	Disable the Light check boxes to turn each light off.

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Positioning a light on a texture surface

The position of each light is represented three-dimensionally and may be moved around the texture. The texture is divided into four quadrants; the arrow in the middle indicates the top of the texture.

To position lights on a texture surface

1.	Enable one or all of the Light check boxes.

2.	Drag a light pin to a position on the texture.

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Adjusting the ambient light

You adjust the ambient light to alter the intensity of the lighting on the texture. Higher ambient light values brighten the surface; lower values darken the surface.

To adjust the ambient light

1.	Click the Lighting Properties layer.

2.	Move the Ambient slider to adjust the amount of ambient light applied to the texture.

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Adjusting the shading

Shading controls the amount of shadowing that is created by surface irregularities. As you increase shading, shadows lengthen and surface elements stand out more clearly. A low shading level creates a dark image with less visible features. A high shading level creates a lighter image with more visible features.

To adjust the shading

1.	Click the Lighting Properties layer.

2.	Move the Shading slider to adjust the amount of shading applied to the texture.

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Adjusting the Highlights

Highlight values determine the amount of light reflected from the highest points on a surface. The tops of bumps, ripples, and waves stand out more clearly as you increase the amount of surface highlighting.

To adjust the highlights

1.	Click the Lighting Properties layer.

2.	Move the Highlights slider to adjust the amount of highlighting applied to the texture.

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Applying a preset lighting effect

You apply a preset lighting effect to give a texture a predefined look. You may want to use a preset effect if you are creating multiple textures with similar or identical lighting patterns.

To apply a preset lighting effect

1.	Click the down arrow button on the Lighting title bar.

2.	Choose the lighting effect you want to use from the Lighting flyout.

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Applying color to lights


Overview: Applying color to lights
Applying color to lights

Each of the three light sources can have its own color. When you shine a colored light on the surface of a texture, the color of the light blends with the colors defined for each shader layer. You can change, create, and edit the color of lights.

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Applying color to a light

You add color to lights by dragging colors from the color swatches bar onto the light pins. The color of the pin changes, as does the color of the light reflected on the texture in the three-dimensional representation.

To add color to a light

•	Drag a color from the Color Swatches Bar onto a light pin.

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Changing the color of a light

You can create new colors and edit the brightness and opacity of existing colors by using the Color Wheel.

To change the color of a light

1.	Double-click a color on the Color Swatches Bar

2.	Drag the color shade indicator in the Color Wheel.

3.	Move the Brightness slider to adjust the brightness of the color.

4.	Move the Opacity slider to adjust the transparency of the color.

5.	Drag the new color from the Color Swatches Bar onto a light pin.

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Understanding surface properties


Overview: Understanding Surface properties
Understanding Surface properties

Surface properties are the defining characteristics of a texture. Surface properties act like a filter, controlling how the lighting properties interact with the shader layers.

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Setting Surface properties

You set the surface properties of the texture by adjusting the roughness, brilliance, metallicity, and graininess properties until you have the texture you want. These effects create a realistic surface for the texture.

To set surface properties

•	Move any of the following sliders:

•	Roughness [image] adjusts the overhead lighting applied to the texture; a low roughness setting focuses each spotlight into a small, intense circle. As you increase the roughness setting, the light gradually spreads over the surface of the texture.

•	Brilliance [image] adjusts the length and depth of shadowing applied to the texture; surface irregularities, such as bumps and wrinkles, stand out more clearly as you decrease the brilliance setting

•	Metallicity [image] adjusts the metallicity applied to the texture; at low metallicity, a large amount of surface lighting appears in the final, composite texture. At high metallicity, the color is almost entirely taken from the shader layers.

•	Graininess [image] adjusts the graininess applied to the texture; as you increase the graininess setting, the texture becomes more obscure


Understanding shader layers


Overview: Understanding shader layers
Understanding shader layers

You can use shader layers to apply color, surface features, or pictures to a layer in a texture. Each texture is composed of one or more shader layers. Since a texture is created by looking down through each layer, you should define the bottom layer first and then work your way up.

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Defining shader layers


Overview: Defining shader layers
Defining shader layers

Shader layers are opaque, transparent, or semitransparent layers that alter the color, texture, and blend of the texture. You define the blend and surface features, as well as the color, for each layer in the texture.

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Defining shader layers

Each shader layer contains adjustable parameters, such as opacity, pattern, and color that contribute to the overall appearance of the texture.

To define shader layers

1.	Select the bottom shader layer.

2.	Choose an algorithm from the Algorithm list box.

3.	Move any of the following sliders:

•	Magnification slider [image] adjusts the surface detail applied to the texture

•	Rotation slider [image] rotates the texture

•	Turbulence slider [image] adjusts the texture's smoothness

•	Variance slider [image] sets the uniformity of the turbulence setting

4.	Click the Preview Selected Layer button to preview the changes made to the bottom layer.

 Note

•	The blend setting for the bottom layer is always opaque.

•	You can use the preview command to preview the effect of combining all the shader layers.


Manipulating shader layers


Overview: Manipulating shader layers
Manipulating shader layers

You can delete, reorder, copy, or save shader layers for use in other textures. Disabling a shader layer lets you see how the texture looks with a layer removed.

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Deleting a shader layer

You delete shader layers from the stack if you no longer want them in the texture. Once the layer is deleted, the texture loses all the properties defined in that layer.

To delete a shader layer

1.	Click the shader layer you want to delete.

2.	Click Texture, Remove Layer.

 Tip

•	You can also use the Delete Layer button on the property bar to delete the layer.

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Changing the order of a shader layer

Shader layers are represented in the three-dimensional model as layers in a stack. You change the appearance of the texture by changing the order of the layers.

To change the order of a shader layer

1.	Click the shader layer you want to move.

2.	Drag the layer to a new position.

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Copying and pasting a shader layer into another texture

You can move shader layers from one texture to another. Once you insert the layer into the stack, the texture reflects the properties of the new layer.

To copy a shader layer

1.	Click the shader layer you want to copy.

2.	Click Edit, Copy Layer.

To paste a shader layer

1.	Click File, Open.

2.	Open the texture into which you want to paste the shader layer.

3.	Select the layer onto which you want to paste the new properties.

4.	Click Edit, Paste.

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Saving a shader layer in a texture

Shader layers in textures can be saved and used in different textures. If you are creating multiple textures with similar characteristics, you may want to save particular shader layers.

To save a shader layer in a texture

1.	Click a shader layer.

2.	Click the Down Arrow button on the Shader Layer title bar.

3.	Choose Save Layer from the Shader Layer list box.

4.	Type a name for the layer in the Save Layer dialog box.

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Enabling and disabling a shader layer

Shader layers can be temporarily excluded from the stack. If you are experimenting with the look of a texture, you may want to disable a particular shader layer.

To enable a shader layer

•	Enable the Shader Layer check box in the upper left corner of the Shader Layer title bar.

To disable a shader layer

1.	Click a shader layer.

2.	Disable the Shader Layer check box in the upper left corner of the Shader Layer title bar.

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Applying color to layers


Overview: Applying color to layers
Applying color to layers

You can add, remove, save, and load preset color patterns. All available colors are located on the color swatches bar. You move colors from the color swatches bar to the color gradient bar to apply a color or several shades of color to any shader layer in a texture. The color gradient bar lets you use color pins to define exactly how colors will blend. The placement of a color pin indicates the highest point of intensity for that color. On either side of the color pin, the color gradually fades and blends into the color defined by the next closest pin.

Colors marked with an "X" are transparent colors [image] solid colors with transparent bands that allow colors and other elements from lower layers to show through.

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Adding a color pin to the color gradient bar

Color pins are used to transfer colors from the color swatches bar to the color gradient bar. You can view the changes to the layer as you drag color pins to the Color Gradient bar.

To add a color pin to the color gradient bar

1.	Drag a color from the Color Swatches Bar to the Color Gradient Bar.

2.	Drag the color pin to the location you want.

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Removing a color pin from the color gradient bar

You remove a color from the color gradient bar by removing color pins. You can view the changes to the shader layer as you drag color pins from the color gradient bar.

To remove a color pin from the color gradient bar

1.	Click the color pin you want to remove.

2.	Drag the pin off the Color Gradient Bar and out of the work Area.

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Changing the color of a color pin

You can add colors to the color gradient bar by changing the color of the color pins. This lets you alter the colors of the texture but maintain the original color pattern.

To change the color of a color pin

1.	Click a color pin on the Color Gradient Bar.

2.	Drag the new color from the Color Swatches Bar to the color pin.

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Saving a color set contained in the color gradient bar

You can save the color set used in your texture for future use. If you are creating multiple textures with the same color pattern, you may want to save a color set.

To save a color set

1.	Click the Down Arrow button beside the Color Swatches Bar.

2.	Choose Save Color Set from the Color Swatches Bar flyout.

3.	Type a name for the color set in the Save Color Set dialog box.

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Loading a preset color set into the color gradient bar

You can load preset color patterns. If you are creating multiple textures with the same color pattern, you may want to load a preset color set.

To load a preset color set

1.	Click the down arrow button beside the Color Swatches Bar.

2.	Choose the color set you want to import from the Color Swatches Bar flyout.

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Applying blend settings


Overview: Applying blend settings
Applying blend settings

Blend settings define how a layer combines with the layers underneath it to create a composite texture. You can use 11 blend settings to create distinct effects. For example, by combining opaque shader layers with layers of varying transparency, you control how dark or how light the features of the texture appear.

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Applying a transparent color to a shader layer

Using transparent colors is similar to placing a colored filter over a camera lens [image] light shines through, but it is subtly altered or colored. By combining different opacity settings with transparent colors, you can control how each layer contributes to the final texture. Transparent colors are marked with an "X" on the color swatches bar. A layer that contains a solid color and has a fully opaque setting blocks all light coming from below. The bottom shader layer is automatically assigned an opaque blend setting.

To apply a transparent color to a shader layer

1.	Select a shader layer.

2.	Drag a transparent color swatch from the Color Swatches Bar to the Color Gradient Bar.

3.	Adjust the position of the color pin until you are satisfied with the color effect.

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Applying the additive blend setting to a shader layer

In an additive blend setting, the color values of the additive layer are added to the color values of the lower layers. An additive blend lightens the texture.

White in the additive layer blocks out any color from the lower layers. Black in the additive layer has no effect on color from the lower layers.

To apply the additive blend setting to a shader layer

1.	Select a shader Layer.

2.	Choose Additive from the Blend list box.

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Applying the subtractive blend setting to a shader layer

In a subtractive blend setting, the color values of the subtractive layer are subtracted from the color values of the lower layers. A subtractive blend darkens the texture.

White areas are converted to black in a subtractive blend. Black areas do not change the underlying colors.

To apply the subtractive blend setting

1.	Select a shader layer.

2.	Choose Subtractive from the Blend list box.

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Applying the lighten blend setting to a shader layer

The lighten blend setting brightens all the colors in a texture.

To apply the lighten blend setting

1.	Select a shader layer.

2.	Choose Lighten from the Blend list box.

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Applying the darken blend setting to a shader layer

The darken blend setting darkens all the colors in a texture.

To apply the darken blend setting to a shader layer

1.	Select a shader layer.

2.	Choose Darken from the Blend list box.

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Applying the shade blend setting to a shader layer

The shade blend setting turns a solid colored layer into a layer in which colors gradually shift from light to dark.

To apply the shade blend setting to a shader layer

1.	Select a shader layer.

2.	Choose Shade from the Blend list box.

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Applying the hue shift blend setting to a shader layer

The hue shift blend setting inverts all the color pins in the layers below the hue-shifted layer. For example, a red color pin becomes a green color pin.

To apply the hue shift blend setting

1.	Select a shader layer.

2.	Choose Hue Shift from the Blend list box.

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Applying the multiply blend setting to a shader layer

The multiply blend setting acts like a color filter, allowing some color to show through and blocking other colors. In a layer to which the multiply blend is applied, white lets all colors show through, a color with a medium brightness lets some color show through, and black does not let color show through.

To apply the multiply blend setting

1.	Select a shader layer.

2.	Choose Multiply from the Blend list box.

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Shader layer algorithm settings


Overview: Shader layer algorithm settings
Shader layer algorithm settings

An algorithm is the type of graphic effect contained in the shader layer. For example, the clouds algorithm creates the effect of a cloudy sky. You control the look of each texture by changing, for example, the magnification, contrast, or orientation of an algorithm. The following sixteen algorithms can be applied to a shader layer:

•	colored [image] applies a solid color to a shader layer

•	clouds [image] creates the effect of a cloudy sky

•	marble [image] creates marble patterns, such as streaks and spots

•	wood [image] creates wood grain, veneer or growth rings

•	checkers [image] creates a checker pattern

•	spots [image] creates a spotted pattern

•	agate [image] creates a blue or gray quartz pattern

•	granite [image] creates a uniform, sandpaper pattern

•	polka dots [image] creates a polka dot pattern

•	wrapped [image] creates a spiral pattern of circles

•	fractal [image] creates a design of circular streaks

•	weave [image] creates a pattern of interlocking bands

•	wisps [image] creates a pattern similar to clouds

•	noise [image] creates a pattern similar to television static

•	cellular [image] creates a honeycomb network of bumps

•	picture [image] lets you import a picture from another application

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Applying a preset algorithm to a shader layer

You can apply preset algorithms or graphic effects to any shader layer. If you are creating multiple textures with the same pattern, you may want to apply a preset algorithm.

To apply a preset algorithm to a shader layer

1.	Select the shader layer you want to change.

2.	Choose an algorithm from the Algorithm list box.

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Applying the colored algorithm to a shader layer

The colored algorithm applies a solid color to a shader layer. You can use the colored algorithm to add a tint to a texture or to create different shades by combining different colored layers. The amount of color added by each layer to the overall texture is controlled by the blend setting. For example, blend settings can be transparent, semi-transparent, or opaque.

When you apply the colored algorithm to a shader layer, you must choose a gradient for the color. Gradients are used to create surface designs by applying the color as either a solid color or a wash that flows from light to dark.

To apply the colored algorithm to a shader layer

1.	Select a shader layer.

2.	Choose Colored from the Algorithm list box.

3.	Choose a gradient option from the Gradient list box.

4.	Choose a blend option from the Blend list box.

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Applying the clouds algorithm to a shader layer

The clouds algorithm creates the effect of a cloudy sky. This algorithm is derived from the spots algorithm, with added settings for turbulence. If you want a cloud pattern without turbulence, try modifying the spots algorithm until you get the results you want.

To apply the clouds algorithm to a shader layer

1.	Select a shader layer.

2.	Choose Clouds from the Algorithm list box.

3.	Move any of the following sliders:

•	Magnification slider [image] adjusts the magnification level applied to the layer; a low level of magnification creates many small clouds. A high level of magnification creates a few large clouds.

•	Rotation slider [image] adjusts the rotation angle of the layer. Rotation changes the orientation of the clouds.

•	Turbulence slider [image] adjusts the amount of turbulence applied to the layer; a low level of turbulence creates smooth, rounded edges for each cloud. A high level of turbulence gives each cloud a jagged appearance.

•	Variance slider [image] adjusts the variance setting; with low variance most elements in the pattern have the same turbulence setting. With high variance, turbulence settings are applied randomly.

4.	Choose a blend option from the Blend list box.

 Note

•	You can type values for the three-dimensional transformation parameters in the Layer Orientation dialog box if you want to adjust the cut of the layer.

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Applying the marble algorithm to a shader layer

You create marble patterns by slicing a simulated block of marble in different directions. The direction of the cut determines whether the surface contains streaks, bands, or spots.

To apply the marble algorithm to a shader layer

1.	Select a shader layer.

2.	Choose Marble from the Algorithm list box.

3.	Move any of the following sliders:

•	Magnification slider [image] adjusts the magnification level applied to the layer; a low level of magnification creates many small spots or veins in the marble surface. A high level of magnification results in a few large spots or veins.

•	Rotation slider [image] adjusts the rotation angle of the layer. Rotation determines the direction of the veins or streaks.

•	Turbulence slider [image] adjusts the amount of turbulence applied to the layer; a low level of turbulence creates a flat surface marked with a few irregularities. As the turbulence is increased, more irregularities appear in the marble's surface.

•	Variance slider [image] adjusts the layer's variance setting; with low variance most elements in the pattern have the same turbulence setting. With high variance, turbulence settings are applied randomly.

4.	Choose a blend option from the Blend list box.

 Note

•	You can type values for the three-dimensional transformation parameters in the Layer Orientation dialog box if you want to adjust the cut of the layer.

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Applying the wood algorithm to a shader layer

The wood algorithm simulates the growth rings in a block of wood. By altering the cut or rotation, you can make textures such as grain or veneer.

To apply the wood algorithm to a shader layer

1.	Select a shader layer.

2.	Choose Wood from the Algorithm list box.

3.	Move any of the following sliders:

•	Magnification slider [image] adjusts the magnification level applied to the layer; a low level of magnification creates a fine wood grain. A high level of magnification creates a course wood grain.

•	Rotation slider [image] adjusts the rotation angle of the layer. Rotation changes the orientation of a wood grain or veneer.

•	Turbulence slider [image] adjusts the amount of turbulence applied to the layer; a low level of turbulence creates a straight wood grain. A high level of turbulence creates a blurred wood grain.

•	Variance slider [image] adjusts the layer's variance setting; with low variance most elements in the pattern have the same turbulence setting. With high variance, turbulence settings are applied randomly.

4.	Choose a blend option from the Blend list box.

 Note

•	You can type values for the three-dimensional transformation parameters in the Layer Orientation dialog box if you want to adjust the cut of the layer.

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Applying the checkers algorithm to a shader layer

The checkers algorithm applies a pattern created by slicing a cube made of small, rectangular blocks. With magnification set to 1.00, the texture has eight blocks on each side. Checkers are ideal for making tablecloth patterns.

To apply the checkers algorithm to a shader layer

1.	Select a shader layer.

2.	Choose Checkers from the Algorithm list box.

3.	Move any of the following sliders:

•	Magnification slider [image] adjusts the magnification level applied to the layer; a low level of magnification creates many small blocks. A high level of magnification creates a few large blocks.

•	Rotation slider [image] adjusts the rotation angle of the layer. Rotation creates diamond or diagonal patterns.

•	Contrast slider [image] adjusts the contrast level of the layer; the contrast setting determines the shades of colors that are taken from the color gradient bar

•	Turbulence slider [image] adjusts the amount of turbulence applied to the layer; as turbulence increases, the edges of each block become more ragged until a "salt and pepper" pattern is produced

•	Variance slider [image] adjusts the layer's variance setting; with low variance most elements in the pattern have the same turbulence setting. With high variance, turbulence settings are applied randomly.

4.	Choose a blend option from the Blend list box.

 Note

•	You can type values for the three-dimensional transformation parameters in the Layer Orientation dialog box if you want to adjust the cut of the layer.

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Applying the spots algorithm to a shader layer

The effect of the spots algorithm is created by looking down on a surface rather than slicing an object. The model for the spots algorithm is an irregular mountain range. Peaks and valleys are assigned colors from opposite ends of the color range shown in the color gradient bar. Intermediate elevations are assigned colors from the middle of the color gradient bar.

To apply the spots algorithm to a shader layer

1.	Select a shader layer.

2.	Choose Spots from the Algorithm list box.

3.	Move any of the following sliders:

•	Magnification slider [image] adjusts the magnification level applied to the layer; a low level of magnification creates many small spots. A high level of magnification creates a few large spots.

•	Rotation slider [image] adjusts the rotation angle of the layer. Rotation changes the orientation of the spots.

4.	Choose a blend option from the Blend list box.

 Note

•	You can type values for the three-dimensional transformation parameters in the Layer Orientation dialog box if you want to adjust the orientation of the layer.

 Related Topics


Applying the agate algorithm to a shader layer

The agate algorithm simulates a cut from a block of agate [image] a translucent quartz that is commonly pale blue or gray, with a waxy luster.

To apply the agate algorithm to a shader layer

1.	Select a shader layer.

2.	Choose Agate from the Algorithm list box.

3.	Move any of the following sliders:

•	Magnification slider [image] adjusts the magnification level applied to the layer; magnification increases the grain of the stone

•	Rotation slider [image] adjusts the rotation angle of the layer. The texture of agate is almost random and will show only small changes when rotated.

4.	Choose a blend option from the Blend list box.

 Note

•	You can type values for the three-dimensional transformation parameters in the Layer Orientation dialog box if you want to adjust the cut of the layer.

 Related Topics


Applying the granite algorithm to a shader layer

The granite algorithm creates a uniform, sandpaper texture. The texture looks like the mottled grain of a block of granite. Like the spots algorithm, the granite algorithm is a flat surface, not a sliced solid.

To apply the granite algorithm to a shader layer

1.	Select a shader layer.

2.	Choose Granite from the Algorithm list box.

3.	Move any of the following sliders:

•	Magnification slider [image] adjusts the magnification level applied to the layer; magnification increases the grain of the stone

•	Rotation slider [image] adjusts the rotation angle of the layer. The texture of granite is almost random and will show only small changes when rotated.

4.	Choose a blend option from the Blend list box.

 Note

•	You can type values for the three-dimensional transformation parameters in the Layer Orientation dialog box if you want to adjust the orientation of the layer.

 Related Topics


Applying the polka dots algorithm to a shader layer

The polka dots algorithm creates a uniform pattern of polka dots.

To apply the polka dots algorithm to a shader layer

1.	Select a shader layer.

2.	Choose Polka Dots from the Algorithm list box.

3.	Move any of the following sliders:

•	Magnification slider [image] adjusts the magnification level applied to the layer; a low level of magnification creates many small polka dots. A high level of magnification creates a few large polka dots.

•	Rotation slider [image] adjusts the rotation angle of the layer. Rotation changes the orientation of the polka dots.

4.	Choose a blend option from the Blend list box.

 Note

•	You can type values for the three-dimensional transformation parameters in the Layer Orientation dialog box if you want to adjust the cut of the layer.

 Related Topics


Applying the wrapped algorithm to a shader layer

The wrapped algorithm creates a spiral pattern of circles.

To apply the wrapped algorithm to a shader layer

1.	Select a shader layer.

2.	Choose Wrapped from the Algorithm list box.

3.	Move any of the following sliders:

•	Magnification slider [image] adjusts the magnification level applied to the layer; a low level of magnification produces many small circles. A high level of magnification produces a few large circles.

•	Rotation slider [image] adjusts the rotation angle of the layer. Rotation changes the orientation of the wrapped surface.

4.	Choose a blend option from the Blend list box.

 Note

•	You can type values for the three-dimensional transformation parameters in the Layer Orientation dialog box if you want to adjust the cut of the layer.

 Related Topics


Applying the fractal algorithm to a shader layer

The fractal algorithm creates a design of circular streaks. The pattern has no uniformity and looks like oil spots on water.

To apply the fractal algorithm to a shader layer

1.	Select a shader layer.

2.	Choose Fractal from the Algorithm list box.

3.	Move any of the following sliders:

•	Magnification slider [image] adjusts the magnification level applied to the layer; a low level of magnification creates many smaller fractal shapes. A high level of magnification creates a few large fractal shapes.

•	Rotation slider [image] adjusts the rotation angle of the layer. Rotation changes the orientation of the surface.

•	Complexity slider [image] adjusts the complexity of the pattern; a higher level of complexity creates more detailed fractal patterns

•	Inversion slider [image] inverts the colors of the fractal

4.	Choose a blend option from the Blend list box.

 Note

•	You can type values for the three-dimensional transformation parameters in the Layer Orientation dialog box if you want to adjust the cut of the layer.

 Related Topics


Applying the weave algorithm to a shader layer

The weave algorithm creates a pattern of individual shapes that interlock in a uniform pattern.

To apply the weave algorithm to a shader layer

1.	Select a shader layer.

2.	Choose Weave from the Algorithm list box.

3.	Move any of the following sliders:

•	Magnification slide [image] adjusts the magnification level applied to the layer; a low level of magnification creates many small, clearly defined weaves. A high level of magnification creates a few large weaves.

•	Rotation slider [image] adjusts the rotation of the weave pattern. Rotation determines the direction of the weaves. For example, horizontal, vertical, or diagonal.

•	Bias slider [image] adjusts the bias of the pattern; a low bias setting uses the colors found on the left side of the color gradient bar. A high bias setting uses the colors found on the right side of the color gradient bar.

•	Gain slider [image] adjusts the amount of space between the individual weave patterns

4.	Choose a blend option from the Blend list box.

 Note

•	You can type values for the three-dimensional transformation parameters in the Layer Orientation dialog box if you want to adjust the cut of the layer.

 Related Topics


Applying the wisps algorithm to a shader layer

The wisps algorithm creates a pattern similar to clouds. The wisps are ragged and the pattern is not uniform.

To apply the wisps algorithm to a shader layer

1.	Select a shader layer.

2.	Choose Wisps from the Algorithm list box.

3.	Move any of the following sliders:

•	Magnification slider [image] adjusts the magnification level applied to the layer; a low level of magnification creates many small wisps. A high level of magnification creates a few large wisps.

•	Rotation slider [image] adjusts the rotation of the weave pattern. Rotation changes the orientation of the surface.

•	Turbulence slider [image] adjusts the amount of irregularity in the pattern; a low level of turbulence creates a few, less ragged wisps. A high level of turbulence creates many ragged wisps.

•	Sharpness slider [image] adjusts the shape and look of the wisps; a low level of sharpness creates a smaller wisp, using colors found on the left side of the color gradient bar. A high level of sharpness creates a larger wisp, using colors found on the right side of the color gradient bar.

4.	Choose a blend option from the Blend list box.

 Note

•	You can type values for the three-dimensional transformation parameters in the Layer Orientation dialog box if you want to adjust the cut of the layer.

 Related Topics


Applying the noise algorithm to a shader layer

The noise algorithm creates a pattern similar to television static. The algorithm has no uniformity.

To apply the noise algorithm to a shader Layer

1.	Select a shader layer.

2.	Choose Noise from the Algorithm list box.

3.	Move any of the following sliders:

•	Magnification slider [image] adjusts the magnification level applied to the layer; a low level of magnification creates more noise. A high level of magnification creates less noise.

•	Rotation slider [image] adjusts the rotation of the noise pattern. Rotation changes the orientation of the surface.

•	Variance slider [image] adjusts the amount of irregularity in the pattern; a low level of variance creates an evenly distributed amount of noise. A high level of variance creates a unevenly distributed amount of noise.

•	Contrast slider [image] adjusts the appearance of the noise; a low contrast setting uses colors found on the middle of the color gradient bar. A high contrast setting uses colors found on the entire color spectrum.

4.	Choose a blend option from the Blend list box.

 Note

•	You can type values for the three-dimensional transformation parameters in the Layer Orientation dialog box if you want to adjust the cut of the layer.

 Related Topics


Applying the cellular algorithm to a shader layer

The cellular algorithm creates a honeycomb network of bumps or cells.

To apply the cellular algorithm to a shader layer

1.	Select the shader layer.

2.	Choose Cellular from the Algorithm list box.

3.	Choose a pattern type from the Type list box.

4.	Move any of the following sliders:

•	Magnification slider [image] adjusts the magnification level applied to the layer; a low level of magnification creates many small, clearly defined bumps. A high level of magnification creates a few large bumps.

•	Rotation slider [image] adjusts the rotation of the cellular pattern. Rotation determines the direction or flow of the network of bumps and cells.

•	Turbulence slider [image] adjusts the amount of turbulence applied to the layer; a low level of turbulence creates well-formed, individual cells. A high level of turbulence creates blurry cells.

5.	Choose a blend option from the Blend list box.

 Note

•	You can type values for the three-dimensional transformation parameters in the Layer Orientation dialog box if you want to adjust the cut of the layer.

 Related Topics


Importing a picture into a shader layer

You can import a picture from another application into the bottom shader layer. You can achieve dramatic effects by filtering the picture through other shader layers. When you import a picture into a shader layer, Corel TEXTURE attaches the picture file to the texture file. This attachment ensures that the texture design always contains the most up-to-date version of the picture file.

To import a picture into a shader layer

1.	Select a shader layer.

2.	Choose Picture from the Algorithm list box.

3.	Click the Import button on the work area.

4.	Choose the drive where the picture file is stored from the Look In list box.

5.	Double-click the folder in which the picture file you want to import is stored.

6.	Double-click the filename.

7.	Do any of the following:

•	Click the Stretch button to stretch the picture to fit over the entire texture surface.

•	Click the Center button to center the picture in the middle of the shader layer.

•	Click the Tile button to create a tiled pattern from the imported picture.

 Related Topics


Defining form and geometry


Overview: Defining form and geometry
Defining form and geometry

You can use form and geometry settings to apply a contour, topography, or an edge to the surface of a texture. These properties give the texture a three-dimensional appearance.

Topographic algorithms create contours on the surface of your texture. You can create bumps, dents, ripples, waves, or a flat surface. You can adjust the magnification, height, and frequency parameters of topographic algorithms.

The edge property of a texture specifies the type and size of the texture's border. You can specify a bevel, round, extruded, or picture frame border.

 More Detailed Information
 Related Topics


Form and geometry algorithm settings


Overview: Form and Geometry algorithm settings
Form and Geometry algorithm settings

The form and geometry algorithm settings apply topographic effects to a texture's surface. You can control the look of each texture by changing, for example, the magnification, turbulence, or frequency of an algorithm. The following eight algorithms can be applied to the form and geometry layer:

•	wave [image] creates concentric waves

•	ripple [image] creates small waves

•	wrinkles [image] creates the effect of a crumpled piece of paper

•	bumps [image] creates a pattern of raised bumps

•	dents [image] creates indentations or pits on a surface

•	bump maps [image] creates a bumpy surface on imported .BMP and .TIF files

•	cellular [image] creates a honeycomb network of bumbs or cells

•	weave [image] creates a pattern of interlocking shapes

 Related Topics


Applying the wave algorithm

The wave algorithm creates concentric waves radiating from the center of the texture.

To apply the wave algorithm

1.	Select the Form And Geometry layer.

2.	Choose Wave from the Algorithm list box.

3.	Move any of the following sliders:

•	Magnification slider [image] adjusts the magnification level applied to the layer; a low level of magnification creates many small waves. A high level of magnification creates a few large waves.

•	Height slider [image] adjusts the height of topographic elements; increasing the height setting creates a more dramatic effect

•	Frequency slider [image] adjusts the number of visible topographic elements; a low level of frequency creates a few large waves. A high level of frequency creates many small waves.

 Note

•	You can type values for the three-dimensional transformation parameters in the Layer Orientation dialog box if you want to adjust the cut of the layer.

 Related Topics


Applying the ripples algorithm

The ripples algorithm creates a pattern of small waves.

To apply the ripples algorithm

1.	Select the Form And Geometry layer.

2.	Choose Ripples from the Algorithm list box.

3.	Move any of the following sliders:

•	Magnification slider [image] adjusts the magnification level applied to the layer; a low level of magnification creates many small, clearly defined ripples. A high level of magnification creates a few large ripples.

•	Height slider [image] adjusts the height of topographic elements; increasing the height setting creates a more dramatic effect

•	Frequency slider [image] adjusts the number of visible topographic elements; a low level of frequency creates a few large ripples. A high level of frequency creates many small ripples.

 Note

•	You can type values for the three-dimensional transformation parameters in the Layer Orientation dialog box if you want to adjust the cut of the layer.

 Related Topics


Applying the wrinkles algorithm

The wrinkles algorithm creates an effect resembling a crumpled piece of paper that has been opened and flattened.

To apply the wrinkles algorithm

1.	Select the Form And Geometry layer.

2.	Choose Wrinkles from the Algorithm list box.

3.	Move any of the following sliders:

•	Magnification slider [image] adjusts the magnification level applied to the layer; a low level of magnification creates many small, clearly defined wrinkles. A high level of magnification creates a few large wrinkles.

•	Height slider [image] adjusts the height of topographic elements; increasing the height setting creates a more dramatic effect

 Note

•	You can type values for the three-dimensional transformation parameters in the Layer Orientation dialog box if you want to adjust the cut of the layer.

 Related Topics


Applying the bumps algorithm

The bumps algorithm creates raised bumps on a texture's surface. The frequency and distribution of the bumps are random.

To apply the bumps algorithm

1.	Select the Form And Geometry layer.

2.	Choose Bumps from the Algorithm list box.

3.	Move any of the following sliders:

•	Magnification slider [image] adjusts the magnification level applied to the layer; a low level of magnification creates many small, clearly defined bumps. A high level of magnification creates a few large bumps.

•	Height slider [image] adjusts the height of topographic elements; increasing the height setting creates a more dramatic effect

 Note

•	You cannot adjust the three-dimensional cut of the bumps algorithm.

 Related Topics


Applying the dents algorithm

The dents algorithm creates indentations or pits in a texture's surface. The frequency and distribution of the dents are random.

To apply the dents algorithm

1.	Select the Form And Geometry layer.

2.	Choose Dents from the Algorithm list box.

3.	Move any of the following sliders:

•	Magnification slider [image] adjusts the magnification level applied to the layer; a low level of magnification creates many small, clearly defined dents. A high level of magnification creates a few large dents.

•	Height slider [image] adjusts the height of topographic elements; increasing the height setting creates a more dramatic effect

 Note

•	You can type values for the three-dimensional transformation parameters in the Layer Orientation dialog box if you want to adjust the cut of the layer.

 Related Topics


Applying the bump map algorithm

The bump map algorithm carves text or pictures into wood, stone, and other textures. The contrasting colors in the picture determine the relative height of the bumps. Corel TEXTURE uses the following scale to determine how elements are placed in relation to the surface of the texture:

•	Black elements are placed below the texture's surface.

•	Elements that are 50 percent gray are placed level with the texture's surface.

•	White elements are placed above the texture's surface.

Black and white pictures create high-contrast images. Grayscale pictures create softer images. Corel TEXTURE translates color images into grayscale images before creating the bump map.

To apply the bump map algorithm

1.	Select the Form And Geometry layer.

2.	Choose Bump Map from the Algorithm list box.

3.	Click the Import button on the work area.

4.	Double-click the folder containing the picture you want to import.

5.	Double-click the filename, and click OK.

6.	Do any of the following:

•	Click the Stretch button to stretch the picture to fit over the entire texture surface.

•	Click the Center button to center the picture in the middle of the shader layer.

•	Click the Tile button to create a tiled pattern from the picture.

 Note

•	You can type values for the three-dimensional transformation parameters in the Layer Orientation dialog box if you want to adjust the cut of the layer.

 Related Topics


Applying the cellular algorithm

The cellular algorithm creates a honeycomb network of bumps or cells on the surface of the image.

To apply the cellular algorithm

1.	Click the Form And Geometry layer.

2.	Choose Cellular from the Algorithm list box.

3.	Choose a pattern type from the Type list box.

4.	Move any of the following sliders:

•	Magnification slider [image] adjusts the magnification level applied to the layer; a low level of magnification creates many small, clearly defined bumps. A high level of magnification creates a few large bumps.

•	Rotation slider [image] adjusts the rotation of the cellular pattern. Rotation determines the direction, or flow, of the network of bumps and cells.

•	Turbulence slider [image] adjusts the amount of turbulence applied to the layer; a low level of turbulence creates well-formed, individual cells. A high level of turbulence creates ragged, blurry cells.

•	Height slider [image] adjusts the height of topographic elements; increasing the height setting creates a more dramatic effect

 Note

•	You can type values for the three-dimensional transformation parameters in the Layer Orientation dialog box if you want to adjust the cut of the layer.

 Related Topics


Creating a weave pattern

The weave algorithm creates a pattern of individual shapes that interlock in a uniform pattern.

To apply the weave algorithm

1.	Select the Form And Geometry layer.

2.	Choose Weave from the Algorithm list box.

3.	Move any of the following sliders:

•	Magnification slider [image] adjusts the magnification level applied to the layer; a low level of magnification creates many small, clearly defined weave patterns. A high level of magnification creates a few large weaves.

•	Rotation slider [image] adjusts the rotation of the weave pattern. Rotation determines if the weaves are positioned horizontally, vertically, or diagonally.

•	Height slider [image] adjusts the depth of the patterns; increasing the height setting creates a more dramatic effect

 Note

•	You can type values for the three-dimensional transformation parameters in the Layer Orientation dialog box if you want to adjust the cut of the layer.

 Related Topics


Creating three-dimensional effects with edges


Overview: Creating three-dimensional effects with edges
Creating three-dimensional effects with edges

Edge properties define the border around a texture. The textures you create begin as flat surfaces. You can simulate depth by setting the size and shape of the border that surrounds a texture.

 Related Topics


Defining edge properties

Edge properties define the border of a texture. There are many edges to choose from, including bevel, round, and picture frame.

To define edge properties

1.	Select the Form And Geometry layer.

2.	Choose a border effect from the Edge list box.

3.	Move the Bevel slider to change the size of the border; moving the slider to the left decreases the thickness of the border. Moving the slider to the right increases the thickness of the border.


Rendering textures


Overview: Rendering textures
Rendering textures

Rendering transforms a texture into a bitmap image that you can use in other applications. You can render a texture to a window or a file. When you render an image to a window, you can view the final image immediately. Rendering to a window is faster than rendering to a file, and you can make sure that the rendered texture matches your design. This feature is useful with large, complex textures that require a lot of memory to convert to a bitmap. You can save unrendered texture designs if you are not finished editing the pattern.

 Related Topics


Rendering a texture to a window

Rendering a texture to a window lets you immediately view the image. This lets you make sure that the settings and the appearance are correct. You can pause and resume the rendering process any time you want.

To render a texture to a window

1.	Click Texture, Render To Window.

2.	Click the Minimize button on the rendered window.

3.	Click File, Save As.

4.	Choose the drive from the Save In list box where you wan to save the texture file.

5.	Double-click the folder in which you want to save the texture file.

6.	Type a filename in the File Name box.

7.	Click the Save button.

To stop the rendering process

•	Click the Stop button.

To resume the rendering process

•	Click the Refresh button.

 Related Topics


Rendering a texture to a file

Rendering a texture to a file lets you create a bitmap of the texture. This process is slower than rendering to a window and does not let you preview the texture.

To render a texture to a file

1.	Click Texture, Render To File.

2.	Double-click the folder in the Save In list box where you want to save the texture.

3.	Type a filename in the File Name box.

4.	Click the Save button.

To stop the rendering process

•	Click the Cancel button.

 Note

•	You can monitor the rendering process by observing the Status Bar.

 Related Topics


Creating a tile pattern from a texture design

A tile pattern is created by placing smaller images of the same texture side by side.

To create a tile pattern

1.	Click Texture, Generate Tiling Image.

2.	Click Preview, Test Tiling to view the image.

3.	Click anywhere on the screen to remove the Pattern window that appears.

4.	Render the tiled texture to a window or a file.

 Related Topics


Saving texture designs in an unrendered format

You can save a texture in an unrendered format if you are not finished editing the pattern. You cannot edit a texture once you render it to a window or to a file.

To save a texture in an unrendered format

1.	Click File, Save As.

2.	Double-click the folder in the Save In list box where you want to save the texture.

3.	Type a filename in the File Name box.

4.	Click the Save button.

 Note

•	Save preset textures with a different file name before you edit them, otherwise you overwrite the preset texture.

 Related Topics


 Lets you delete a Shader layer from the stack. Deleting the layer from the stack causes the texture to lose all properties associated with the texture.


 Lets you Preview the Shader layer which is currently selected.


 Stretches the image to cover the entire surface of the Shader layer. The more the image is stretched, the greater the image quality is degraded.


Centers the image on the Shader layer.


Lets you import an image to the Shader layer.


 Lets you preview all Shader layers in the stack. This is useful if you want to see what the texture will look like with all layers attached.


 Lets you add a Shader layer to the stack. By adding more shader layers to the stack, you can further customize the texture.


 Lets you edit the cut of the layer that you are currently viewing. The cut is the section of the three-dimensional space, defined by the layer orientation, that you are viewing.


Lets you create a tiled texture. By tiling a small piece of texture you can create a larger, uniform texture pattern.


Lets you tile the imported image on the Shader layer. This is useful if the image is a small uniform, texture and you want to texture the entire layer.


Glossary
A

Algorithm settings

B

Blend settings

C

Color gradient bar

Color palette

Color pin

Color set

Color swatches bar

E

Edge properties

R

Rendering

S

Shader layers

T

Topographic elements

Transparent colors

U

Unrendered texture


Algorithm settings (definition)
Algorithm settings

Determine the type of graphic element contained in the shader layer.


Blend settings (definition)
Blend settings

Define how a layer combines with the layers underneath it to create a composite texture.


Color Set (definition)
Color set

A group of preset colors saved as a file.


Color palette(definition)
Color palette

The Color palette lets you change the colors assigned to each element in a texture. You can change the brightness and opacity of each color and use the color wheel to change the color’s shade.


Color Swatches bar (definition)
Color swatches bar

The color swatches bar lets you choose, save, or load colors for the layers and lights that make up the texture.


shader layers (definition)
Shader layers

Shader layers apply patterns, such as solid colors, marble, wood, and granite to a texture. Individual shader layers represent a slice or cut of the material you have chosen. Also, shader layers can hold a picture, such as a bitmap.


Color pin (definition)
Color pin

Indicates the highest intensity of a specific color on the color gradient bar. On either side of the color pin, the color gradually fades and blends into the color defined by the next closest color pin.


Edge Properties (definition)
Edge properties

Specify the type and size of a texture’s border.


Topographical elements (definition)
Topographic element

Creates a contour for the surface of the texture.


Color Gradient bar(definition)
Color gradient bar

The color gradient bar is used to create a color pattern that is applied to a shader layer. Once you create a color pattern, you can save it for use in other textures or layers.


Transparent colors (definition)
Transparent colors

Colors marked with a X are transparent colors [image] solid colors with transparent bands that allow colors and other elements from lower layers to show through.


Rendering (definition)
Rendering

The process of transforming a texture design into a bitmap that you can use in other applications. Rendered textures cannot be edited in Corel TEXTURE.


Unrendered texture (definition)
Unrendered texture

A texture that you have not converted to a bitmap. Unrendered textures can be saved and edited in Corel TEXTURE.


File Menu


Opens the Start New Texture dialog box, where you can choose how you want to create a new texture.


Opens the Open dialog box, where you can choose an existing file to open or import.


Closes the active texture. If you have more than one texture open, you must close each texture separately.


Saves the active texture.


Opens the Save As dialog box, which lets you specify the name, location, and file format of the texture.


Opens the Image Setup dialog box, which lets you specify the dimensions and resolution of the texture.


Lets you open the six most recently used files.


Closes the application. If you have not saved the open texture, a warning appears asking you to save the texture.


Displays a preview of the texture that you want to open.


Edit Menu


Removes the last change made to the texture. If you make a mistake or do not like the effect created by the last action, the Undo command reverses that action.


Reapplies the most recently performed operation. If the last operation cannot be reapplied, the command is unavailable.


Copies the selected layer from the texture to the Clipboard.


Pastes a shader layer from the Clipboard onto your texture. The surface features of the selected shader layer are replaced by the surface features of the shader layer you are pasting into the texture.


Deletes the currently selected layer. This command is unavailable if you have only one shader layer in your texture.


Removes the selected layer from the texture and copies it to the Clipboard. This command is disabled if you have only one shader layer in your texture.


Preview Menu


Draws the texture in the Preview window.


Displays the current texture as a tiled pattern. This command lets you view how your texture will appear as a tiled fill in other applications.


Displays all the layers in your texture in the Preview window. This option is enabled when a bullet appears beside the command name.


Displays the selected layer and all the layers below it in the Preview window. This option is enabled when a bullet appears beside the command name.


Displays only the selected layer in the Preview window. This option is enabled when a bullet appears beside the command name.


Texture Menu


Opens the Render window and starts the rendering process.


Opens the Render To File dialog box, which lets you specify a name and location for the rendered texture.


Adds a new shader layer above the selected shader layer.


Deletes the current shader layer.


Opens the Layer Orientation dialog box, which lets you set the rotation, scale/stretch, and position parameters for the selected shader layer.


Prepares the current texture to be rendered as a tiled pattern.


View Menu


Displays or hides the Standard Toolbar.


Displays or hides the Status Bar.


Displays the Color Palette dialog box, where you can adjust the hue, brightness, and opacity of a selected color.


Enables the Context Sensitive Help cursor.


Window Menu


Arranges the icons of minimized windows across the bottom of your screen.


Arranges all open windows so that they overlap.


Displays the names of open texture windows. The active window has a check mark beside its name.


Help Menu


Opens the Corel TEXTURE Help file.


Displays the context-sensitive help cursor. Use the cursor to get help on screen items or menu commands.


Displays information about Corel TEXTURE.


Miscellaneous UI


No Help topic is associated with this item.


Reduces the window to an icon on the Windows toolbar.


Enlarges the window to fill the screen.


Closes the window.


Displays the name of the current texture file.


Displays tools for editing and creating textures.


Displays help messages about Corel TEXTURE procedures.


New Preset


Displays an image of preset texture styles and types.


 Lets you choose a preset texture type.


 Lets you choose a preset texture style to load.


Displays the name of the selected texture style.


Image Setup


Enable to measure the size of the texture in pixels.


Enable to measure the size of the texture in inches.


Enable to measure the size of the texture in centimeters.


Enable to set the resolution of the texture at 72 dots per inch (dpi). Textures intended only for screen display should be set at 72 dpi.


Enable to set the resolution of the texture at 150 dots per inch (dpi). Most printed textures are set at 150 dpi.


Enable to set the resolution of the texture at 300 dots per inch (dpi). High quality images are printed at 300 dpi.


Lets you set the width of the texture.


Displays the width of the texture as a pixel value.


Lets you set the height of the texture.


Displays the height of the texture as a pixel value.


Displays measurement options.


Displays unit options.


Displays resolution options.


Layer Orientation


Lets you set the number of degrees, on the x-axis, by which you want to rotate the texture.


Lets you set the number of degrees, on the y-axis, by which you want to rotate the texture.


Lets you set the number of degrees, on the z-axis, by which you want to rotate the texture.


Lets you set a value, on the x-axis, by which the width and height of the texture is multiplied. A value between zero and one reduces the size of the texture. A value greater than one stretches the texture.


Lets you set a value, on the y-axis, by which the width and height of the texture is multiplied. A value between zero and one reduces the size of the texture. A value greater than one stretches the texture.


Lets you set a value, on the z-axis, by which the width and height of the texture is multiplied. A value between zero and one reduces the size of the texture. A value greater than one stretches the texture.


Lets you set a position, on the x-axis, to where you want to move the texture.


Lets you set a position, on the y-axis, to where you want to move the texture.


Lets you set a position, on the z-axis, to where you want to move the texture.


Displays the rotation, scale/stretch, and position settings when adjusting the orientation of a texture.


Lets you set the number of degrees on the x-axis, y-axis, or z-axis by which you want to rotate the texture.


Lets you set a value on the x-axis, y-axis, or z-axis by which the width and height of the texture is multiplied. A value between zero and one reduces the size of the texture. A value greater than one stretches the texture.


Lets you set a position on the x-axis, y-axis, or z-axis to where you want to move the texture.


Start New Texture


Enable to create a new, customized texture.


Displays a definition of "Blank" texture.


Enable to view a gallery of preset textures. You can use these preset textures as a basis for creating your own textures.


Displays a definition of texture preset.


Enable to create a texture with the help of the Texture wizard. By prompting you for design decisions, the Texture wizard guides you through the steps required to create a texture.


Displays a definition of Texture wizard.


Enable to create a new, customized texture.


Enable to view a gallery of preset textures. You can use these preset textures as a basis for creating your own textures.


Enable to create a texture with the help of the Texture wizard. By prompting you for design decisions, the Texture wizard guides you through the steps required to create a texture.


Displays a definition of Texture wizard.


Displays a definition of texture preset.


Displays a definition of "Blank" texture.


Save Color Set


Lets you choose a name when saving a color set. If you are creating many textures with the same color pattern, you might want to save the color set.


Save layer


Lets you choose a name when saving a shader layer. If you are creating many textures with similar characteristics, you might want to save particular shader layers.


Color Palette


Lets you set the brightness of the color you are creating.


Lets you set the brightness of the color you are creating.


Lets you set the brightness of the color you are creating.


Lets you set the brightness of the color you are creating.


Lets you set the opacity of the color you are creating. The colors you create can be transparent, semi-transparent or opaque.


Lets you set the opacity of the color you are creating. The colors you create can be transparent, semi-transparent or opaque.


Lets you set the opacity of the color you are creating. The colors you create can be transparent, semi-transparent or opaque.


IDH_COLOR_PALETTE_OPACITY_STRIP


Render Window


Lets you start the render to window process. The Refresh button turns into a Stop button once the render to window process begins. You can press the Stop button to pause the render to window process.


Displays a status bar that shows the time remaining in the render to window process.


Displays a preview of the texture when the render to window process is complete.


IDDH_ABOUTBOX1


HELP_IDD_SAVE_COLOR_SET


IDH_ABOUTBOX1_ABOUT_ICON


IDDH_COLOR_PALETTE


IDH_OPEN_DRIVES


IDH_FILEOPENSAVE_FILENAME


IDH_SAVE_AS_FILENAME


IDH_WIZARD_PICTURE_PICTURE_FRAME


IDDH_CUSTOMCUT


IDH_OPEN_DESCRIPTION


IDH_WIZARD_RESOLUTION_WIZARD_RESOLUTION_HEIGHT


IDH_SAVE_AS_DESCRIPTION


IDH_SAVE_AS_DRIVES


IDH_OPEN_REP_LISTBOX


IDH_OPEN_LIST_FILES_OF_TYPE


IDH_CUSTOMCUT_STRETCH_X


IDH_CUSTOMCUT_STRETCH_Y


IDH_CUSTOMCUT_STRETCH_Z


IDH_SAVE_AS_NAME_LISTBOX


IDH_SAVE_AS_REP_LISTBOX


IDH_SAVE_AS_READONLY


IDDH_WIZARD_PICTURE


IDH_OPEN_FILENAME


IDDH_OPEN


IDH_SAVE_AS_HHELP


IDH_COLOR_PALETTE_DISPLAY


IDH_WIZARD_RESOLUTION_WIZARD_RESOLUTION_150DPI


IDDH_SAVE_AS


IDH_WIZARD_PICTURE_WIZARD_CHOOSE_PICTURE


IDH_CUSTOMCUT_ROTATION_X


IDH_CUSTOMCUT_ROTATION_Y


IDH_CUSTOMCUT_ROTATION_Z


IDH_WIZARD_RESOLUTION_WIZARD_RESOLUTION_300DPI


IDH_OPEN_READONLY


IDH_OPEN_NAME_LISTBOX


IDH_OPEN_LIST_OF_TYPE_COMBOBOX


IDH_OPEN_EDITOPEN


IDH_OPEN_RECT_THUMBNAIL


IDH_CHARTTYPE_CHARTTYPE_OPEN


IDH_OPEN_DRIVES_COMBOBOX


IDH_SAVE_AS_EDITSAVEAS


IDH_OPEN_PREVIEW


IDH_SAVE_AS_LIST_OF_TYPE_COMBOBOX


IDH_CHARTTYPE_HHELP


IDDH_WIZARD_RESOLUTION


IDH_OPEN_HHELP


IDDH_CHARTTYPE


IDH_SAVE_AS_DRIVES_COMBOBOX


IDH_FILEOPENSAVE_PREVIEW


IDH_SAVE_AS_LIST_FILES_OF_TYPE


IDH_CHARTTYPE_CHARTTYPE_DESCRIPTION


IDH_WIZARD_CHOICE_WIZARD_STD_STATIC1


IDH_WIZARD_CHOICE_WIZARD_STD_STATIC2


IDH_WIZARD_CHOICE_WIZARD_STD_STATIC3


IDH_WIZARD_CHOICE_WIZARD_STD_STATIC4


IDH_WIZARD_CHOICE_WIZARD_STD_STATIC5


IDH_WIZARD_CHOICE_WIZARD_STD_STATIC6


IDDH_WIZARD_CHOICE


IDH_WIZARD_RESOLUTION_WIZARD_RESOLUTION_72DPI


IDDH_FILEOPENSAVE


IDH_WIZARD_CHOICE_WIZARD_STD_RADIO1


IDH_WIZARD_CHOICE_WIZARD_STD_RADIO2


IDH_WIZARD_CHOICE_WIZARD_STD_RADIO3


IDH_WIZARD_CHOICE_WIZARD_STD_RADIO4


IDH_WIZARD_CHOICE_WIZARD_STD_RADIO5


IDH_WIZARD_CHOICE_WIZARD_STD_RADIO6


IDH_CUSTOMCUT_POSITION_X


IDH_CUSTOMCUT_POSITION_Y


IDH_CUSTOMCUT_POSITION_Z


IDH_FILEOPENSAVE_stc32


IDH_WIZARD_RESOLUTION_WIZARD_RESOLUTION_WIDTH


Main Window


Displays all open texture windows.


Displays a preview of the layers in the current texture.


Indicates whether the current layer is active. If the check box is disabled, the layer is inactive.


Displays a preview of the active texture. The preview changes as you change the properties of the layers that make up the texture.


Displays the surface properties of the shader layer. These properties affect the appearance of the shader layer.


Displays the lighting properties of the texture. You can create different lighting effects by changing the position and color of the lights.


Displays the roughness, brilliance, metallicity, and graininess sliders. These properties determine how the lighting effects interact with the shader layers.


Displays the form and geometry properties that let you change the topographical appearance of the texture.


Displays the form and geometry properties of the texture.


Displays the name of the selected texture layer.


Opens the Save Layer dialog box, where you can save and load preset shader layers.


Displays a preview of the active texture. The preview changes as you change the properties of the texture layers.


Lighting Layer


Enable to turn on the overhead light. The color of the circle indicates the color of the light.


Displays the position and color of a light on the texture.


Lets you position lights on the texture. As you change the position of the lights, the Preview window displays the effect on the texture surface.


Lets you set the amount of shadowing created by surface irregularities. Surface elements and shadows lengthen and stand out more clearly as shading increases.


Lets you set the amount of light reflected from the highest points of a surface element. The tops of surface bumps, ripples, and waves stand out more clearly as highlighting increases.


Lets you set the amount of ambient light applied to the entire texture. High ambient light settings brighten the texture. Low ambient light settings darken the texture.


Surface Properties Layer


Lets you set the focus of the overhead lighting. A low roughness setting focuses each light on a small area. Increasing the roughness setting gradually spreads the light over the entire texture surface.


Lets you set the length and depth of shadows on a texture’s surface. Surface irregularities, such as bumps and wrinkles, stand out more clearly as surface brilliance decreases.


Lets you set how the colors in the overhead lighting and shader layers blend. At low metallicity, a large amount of surface lighting appears in the final texture. At high metallicity, the color is almost entirely taken away from the shader layers.


Lets you set the sharpness and crispness of a texture. Decreasing the graininess creates a sharper, crisper texture.


Shader Layer Controls


Displays the current algorithm setting. The algorithm setting determines the type of topographical effect applied to a texture's surface. Each algorithm setting can be changed to alter the effect it produces.


Displays the current blend setting.


Displays the current color gradient. You can change the gradient by adding new colors from the color swatches bar and by changing the position of the color pins. The color gradient is saved when you save the shader layer.


Lets you set the surface detail applied to a shader layer. A high level of magnification creates a few large surface elements. A low level of magnification creates many small surface elements.


Lets you set the orientation of the shader layer.


Lets you set the smoothness of a pattern. A low level of turbulence gives the pattern smooth, rounded edges. A high level of turbulence gives the pattern an indistinct appearance.


Lets you set how uniformly the turbulence setting is applied. Low variance means that most elements in the pattern have the same turbulence setting. High variance means that turbulence settings are applied randomly, so that most elements in a pattern have a different setting.


Lets you specify from where on the color gradient bar the colors are taken and how the colors are applied to each shader layer. A low setting uses colors from the center of the color gradient bar. A high setting uses colors from the edges of the color gradient bar.


Opens the Choose A Picture dialog box, which lets you choose a bitmap image to import into a shader layer.


Stretches the image to fit over the entire texture surface.


Centers the image in the middle of the shader layer and surrounds it with a gray border.


Creates a tiled pattern from the imported image.


Displays a preview of the image in a shader layer.


Displays the current gradient type.


Form and Geometry Controls


Displays the current algorithm setting. The algorithm setting determines the type of topographical effect applied to a texture's surface. Each algorithm setting can be changed to alter the effect it produces.


Lets you set the number and size of the surface elements. At a high level of magnification, you can see a few surface elements. At a low level of magnification, you can see many small, clearly defined surface elements.


Lets you set the amount of detail shown in each surface element. Increasing the height setting creates a detailed texture pattern. Decreasing the height setting creates a less detailed texture pattern.


Lets you set the number of surface elements that are visible. Increasing the frequency creates many small, tightly fitted texture patterns. Decreasing the frequency creates a few large texture patterns.


Lets you set the orientation of the shader layer.


Lets you set the smoothness of a pattern. A low level of turbulence gives the pattern smooth, rounded edges. A high level of turbulence gives the pattern an indistinct appearance.


Lets you set how uniformly the turbulence setting is applied. Low variance means that most elements in the pattern have the same turbulence setting. High variance means that turbulence settings are applied randomly, so that most elements in a pattern have a different setting.


Opens the Choose A Picture dialog box, which lets you choose a bitmap image to import into a shader layer.


Stretches the image to fit over the entire texture surface.


Centers the image in the middle of the shader layer and surrounds it with a gray border.


Creates a tiled pattern from the imported image.


Displays a preview of the image you are using as a bump map.


Displays the current edge effect. Edges simulate height by carving the outline of the texture into different shapes.


Lets you set the height of the texture.


Displays all the colors you can use in your texture.


Displays all the color swatches in the selected color set.


Lets you save the selected color set.


IDP_OLE_INIT_FAILED


ID_TEXTURE_RENDERTOFILE


IDD_ABOUTBOX_DEMO


_APS_3D_CONTROLS


IDB_ANNOYING


IDS_PROFILE_GALLERYPATH_INVALID


IDS_PROFILE_FILTERSPATH_INVALID


IDS_DEMO_TIMELEFT


IDB_COLOR_BALL


IDD_CREDIT


ID_TEXTURE_RENDERTOWINDOW


IDS_RENDER_FILE_TITLE


IDS_PROFILE_GOODIESPATH_INVALID


IDS_DEMO_RENDERING_MESSAGE


IDD_COLOR_PALETTE


ID_CANCEL_EDIT_SRVR


IDR_IGUANATYPE_SRVR_EMB


IDS_OPEN_TEXTURE_TITLE


ID_FILE_IMAGE_SETUP


IDS_DEMO_PROFILE_BAD_EXPDATE


IDC_OPACITY_STRIP


IDS_DEMO_INSTALL_DATE_MODIFIED


IDC_DISCARD_DIALOG


ID_PREVIEW_REDRAWPREVIEW


IDS_DEMO_SAVE_AS


IDC_OPACITY_EDIT


ID_PREVIEW_SELECTEDBELOW


IDI_FILE_TCL


IDI_FILE_TLA


IDS_FILTERS_EXPORT


IDS_RENDERING


ID_HELP_3DWEB


IDS_REGISTRYKEY


IDB_CREDIT


ID_TEXTURE_GENERATETILINGIMAGE


IDS_FILTERS_IMPORT


ID_TEXTURE_REMOVELAYER


IDS_DEFAULT_COL_FILE


ID_STOP


IDR_RENDERTOWINDOW


ID_TEXTURE_LAYER_ORIENTATION


IDD_ANNOYING


IDS_FILTERS_EXPORT_1


IDS_FILTERS_EXPORT_2


IDS_FILTERS_EXPORT_3


IDS_FILTERS_EXPORT_4


IDS_FILTERS_EXPORT_5


IDS_FILTERS_EXPORT_6


IDC_ABOUT_ICON


ID_TEXTURE_ADDLAYER


IDS_DEMO_NO_TILING


ID_PREVIEW_TESTTILING


ID_FILE_RENDERTOFILE


IDR_RENDERTOFILE


ID_PREVIEW_REDRAWINBACKGROUND


IDB_DIAG_PATTERN


IDR_IGUANATYPE_SRVR_IP


IDB_SPLASH2


ID_FILE_SAVE_IMAGE_AS


IDB_SPLASH_UNUSED


IDS_SAVE_TEXTURE_TITLE


IDR_IGUANATYPE


IDC_BRIGHNESS_SLIDER


ID_PREVIEW_TESTPREVIEW


IDR_MAINFRAME1


IDC_DISPLAY


ID_PREVIEW_PREVIEWALLLAYERS


ID_PREVIEW_SELECTEDONLY


IDB_CHECKER_PATTERN


ID_CANCEL


Lets you open the six most recently used files.


Lets you open the six most recently used files.


Lets you open the six most recently used files.


Lets you open the six most recently used files.


Lets you open the six most recently used files.


IDS_RENDER_TITLE


IDS_PROFILE_APPPATH_INVALID


IDC_BRIGHTNESS_STRIP


IDS_DEMO_30_DAYS_EXPIRED


IDD_ABOUTBOX


IDC_BRIGHTNESS_EDIT


IDC_3DWEB_LINK


ID_COLOR_PALETTE


ID_REFRESH


IDC_OPACITY_SLIDER


IDB_SPLASH


IDC_WOO_SYMETRIC


ID_IMAGE_PAGE_ORIENTATION


IDD_OCRSAVEASTAMPLATE_FILENAME


IDD_OCRSAVEASTAMPLATE_FILETYPE


IDC_BITMAP_EDIT


ID_EDIT_ADVANCED


ID_PALETTEBOLD_TEXT


IDC_LAYERSLIST


IDD_OBJECTINFO_NUOFPATHS


ID_VIEW_OCR_TOOLBAR


ID_PALPROP_SETFILLCOLOR


ID_DOCK_PATHINFO


ID_UTILITIES_RECORDKEYSTROKE


ID_IMAGE_ROTATED_180


HELP_SCNEXTWINDOW


ID_VIEW_TOOLBAR_DRAW


ID_VIEW_DRAW_TOOLBAR


IDC_OBJECTSELECTEDNO


ID_DOCK_LAYERMGR


ID_PALETTEZOOM_OCR


ID_RECOGNIZE_AUTO


ID_OCRCONTENT_FORM


ID_RECOGNIZE_STOP


ID_OCRCONTENT_TEXT


ID_AQUIRE_PAGES


ID_IMAGE_NOISE_REDUCTION_EROSION


IDC_NUM_REJECTS


IDD_BITMAPINFO_IMAGESIZE


IDM_TOOLS_COLOR_WIZARD


ID_PALETTERIGHEALIGN_TEXT


IDD_OCR_RATE_NUMSUS


ID_TRACE_WOODCUT


ID_METHOD_Properties


ID_METHODS_OCR


IDC_WOO_COLOR_STR


ID_LAYER_VISIBLE


IDM_DISPLAY_DUPONTPALETTE


ID_DOCK_OCRRESULTS


ID_RECOGNIZE_THISPAGE


IDD_OCRSAVEASTAMPLATE_DIREDCTORY


HELP_LAYER_PREVIEW


IDC_IGNORE_VERIFY


ID_VIEW_COLOR_ACCURATE


ID_IMAGE_FLIPVERTICAL


ID_IMAGE_ROTATED_90CW


IDC_ROTATE_DEGREE


ID_IMAGE_ROTATED_FREE


IDC_ROTATE_IMAGE


ID_UTILITIES_TOOLBARS


IDD_PARAGRAPH_IND


IDC_HEADERSTRING


ID_OBJECT_BRINGTOFRONT


IDR_MASTER_MENU


IDC_NEWfilesString


IDM_DISPLAY_NETSCAPEPALETTE


ID_IMAGE_EDGEDETECT


IDR_DRAWTYPE1


ID_PALPROP_MOVETOEND


IDR_CUSTOMIZABLE_COMMANDS


ID_VIEWALL_ADDPAGES


ID_FILE_OPEN_MULTI


IDD_PrefOCR


HELP_ID_CLOSE_WINDOW_BUTTON


IDM_FONTSIZECHANGED


ID_UTILITIES_COSTAMIZE


ID_PALETTESELECTBLOCK_OCR


ID_HELP_WHATSTHIS


ID_SELECT_CUSP


ID_SELECT_LINE


ID_PROCESS_PREPROCESS


ID_AQUIRE_PAGESFROMCORELSCAN


IDC_NUMBER


IDC_DSTLIST


IDC_USERDIC


ID_FORMAT_PARAGRAPH_NOALIN


ID_INDICATOR_ALT


ID_PALETTESCROLL


ID_IMAGE_THRESHOLD


IDC_CLOSE_VERIFY


ID_PALETTESELECT


ID_OBJECT_INFO


ID_VIEW_VIEWALL


ID_IMAGE_FLIPVETRICAL


ID_PALETTELINE_OCR


ID_PALETTETRIM_A_B_DRAW


ID_IMAGE_ENHANCEBLACKANDWHITE


ID_INDICATOR_SHIFT


IF_PALETTEITALIC_TEXT


IDC_TEMPLATE_GRP


IDI_OCRPORTRAITFLIPED


IDC_DELETE_TOOL


ID_VIEW_SCRAPBOOK


ID_VIEW_PROPERTYBAR


ID_IMAGE_ADJUST_LEVEL


ID_IMAGE_HORVERLINE_DETECT


ID_IMAGE_ADJUST_COLORBALANCE


ID_OCR_REMOVE_COLOR


ID_SELECTMENU_CUT


ID_VIEW_LAYOUT_VERTICAL


ID_FORMAT_PARAGRAPH_FORCEFULLALIN


ID_PALETTELEFTALIGN_TEXT


ID_SELECT_SMOOTH


ID_METHOD_OUTLINE


ID_IMAGE_HORVERLINE_REMOVAL


IDD_Trace_NEWTYPEDLG


IDC_SameTemplate


ID_FILE_EXPORT_TEXT


IDB_TRUETYPE


ID_PALETTEBOTHALIGN_TEXT


IDC_ROTATE_DIRECTION1


IDC_POINTS


ID_FORMAT_PARAGRAPH_LEFTALIN


IDM_DISPLAY_LABPALETTE


IDC_WOO_TaperedEnds


ID_METHOD_CLIPPER


IDD_PARAGRAPH


ID_IMAGE_INFO


IDD_OCRSAVEASTAMPLATE_DIRECTORYLISTBOX


ID_FILE_PRINTPREVIEW


IDC_Dsp_Layer_Mode


ID_PALPROP_CUSTOMIZE


ID_LAYER_PREVIEWSIZE_NONE


_APS_NEXT_RESOURCE_VALUE


ID_FORMAT_PARAGRAPH_FULLALIN


ID_PALETTESPELL_TEXT


IDC_Threthold_WOODCUT_STR


IDB_WELCOME_16C


ID_PAGE_GOTO


ID_PAGE_NEXT


ID_SELECT_HIDEOTHEROBJECTS


IDB_ROTATE1


IDB_ROTATE2


IDC_OCRRejectClr


ID_APPLAUNCHER


ID_PALETTEMAG


ID_PALETTEPEN


ID_FILE_AQUIRE_SELECT_SOURCE


IDC_PHOTOPAINT_EDIT


IDI_OCRLANDSCAPEFLIP


Stops the rendering process. When the rendering process stops, the title of the button changes to Refresh to let you restart the rendering.


ID_IMAGE_LINEREMOVAL


ID_PALETTETABLE_OCR


ID_IMAGE_TRAC_DIRECT


IDC_STR_YES


IDC_ABBREVIATION


ID_OCRWIZARD


HELP_SCMOVE


HELP_SCSIZE


HELP_SHADER_ENABLE


ID_LAYER_NEW


IDC_LEFT_INDENT


ID_VIEW_TOOLBAR_TRACE


ID_OCR_VERIFICATION


IDC_RESHAPE


IDC_WOO_INVERTED


ID_OBJECT_FLIPVETRICAL


ID_FILE_PREFERANCES


IDC_ZOOMSTOP


ID_FILE_Export


IDC_OBJECTSCOUNT1


ID_FILE_TRACE_THISPAGE


ID_FORMAT_PARAGRAPH_RIGHTALIN


ID_SEARCH_PREV_REJECT


ID_OCRTRACE_STOP


HELP_SCPREVWINDOW


ID_EDIT_DELETE


IDB_DOWN


IDB_LEFT


ID_FORMAT_CHAR_ITALIC


ID_IMAGE_CONVERT


ID_PALETTECREATE_DRAW


ID_FILE_IMPORTTAMPLATE


IDB_VERLAYOUT


ID_PALETTEADD_DRAW


ID_OBJECT_CONVERTTOSELECTION


HELP_SCMINIMIZE


ID_TRACE_SELECTION


IDC_SELECT


ID_FILE_EXPORT_VECTOR


IDD_MuliPages


ID_PALETTEBASE


ID_PALETTEFILL


ID_PALETTELINE


HELP_SCRESTORE


ID_PALETTEOVAL


ID_PALETTERECT


ID_PALETTEZOOM


IDC_OCRThrshold


IDC_STR_NO


ID_PALETTEPEN_OCR


IDC_DRAG


IDC_FILL


IDC_FONT


IDC_HAND


IDC_PAGE


IDC_STOP


IDC_WORD


IDC_XDPI


IDC_YDPI


IDC_ZOOM


IDC_VERIFY_CHANGETO


IDC_DifTemplate


IDC_ACCURACY_RATE


IDC_RETAINED_FONT


ID_VIEW_PATH_PROPERTY


IDD_OCRSAVEASTAMPLATE_LISTBOX


ID_LAYER_PREVIEWSIZE_SMALLPREVIEWSIZE


IDC_ROTATE_HELP


IDC_ROTATE_PREV


IDC_ROTATE_SIZE


IDM_TOOLS_CUSTOMIZE


ID_IMAGE_OCR


ID_OCR_Properties


ID_SELECT_ADDNODE


IDD_OCR_RATE_RECRATE


IDD_OCR_RATE_RECTIME


IDB_APPBMLARGE


IDC_TRASH2


IDD_LAYERS


ID_IMAGE_SPELL_CHECKER


IDD_OCR_RATE_PERC


IDB_APPBMSMALL


ID_IMAGE_HORLINE_DETECT


IDC_DISABLEAFTERACQUIRE


ID_PALPROP_EDITCOLOR


IDR_OCRTYPE


ID_IMAGE_VERLINE_DETECT


IDC_OCRHighlightClr


ID_METHOD_CENTERLINE


ID_OCR_STOPOCR


IDD_WOODCUT_PROPERTIES


ID_FILE_TRACE_SELECTION


ID_LAYER_PREVIEWSIZE


IDD_OBJECTINFO_TOTNUMPATH


ID_METHOD_LINEART


IDD_OCR_RATE_CHARSEC


ID_PALPROP_NEW


IDD_PARAGRAPH_FIRST


IDB_EMPTYEYE


IDB_SPIN_CONTROL_LABELS


ID_PALETTELASSO_DRAW


IDC_NEWFiles


ID_OCR_PARAGRAPH


ID_VIEW_TOOLBARS


ID_FORMAT_PARAGRAPH_CENTREALIN


IDC_NEWLAYER


IDD_PARAGRAPH_RIGHT


ID_PALETTEFILL_OCR


IDB_common_plus


ID_PALETTEFILLOVAL


ID_PALETTEFILLRECT


IDC_LinkZoom


IDC_ZOOMOUT


IDD_OBJECTINFO_NUMBER_LAYERS


IDD_OCR_RATE_NUMMISSWORD


Starts the render to window process.


IDC_NUM_CHARS


ID_METHOD_3DCLIPPER


IDD_OCRSAVEASTAMPLATE_CANCEL


IDD_OBJECTINFO_FILLCOLOR


IDC_LayersCount


ID_PALETTERECTBLOCK


ID_FILE_Import


ID_TEXT_FIND


ID_PALETTEPREV_TEXT


ID_BLOCK_FLYOUT


IDC_NUM_WORDS


ID_IMAGE_LINEREMOVAL_BOTH


IDB_OCRVIEW


IDD_OCRSAVEASTAMPLATE_OK


ID_IMAGE_SKEW_DETECT


ID_PALETTETRIM_B_A_DRAW


ID_IMAGE_CONVERT_TABLE


ID_PALETTESELECT_DRAW


IDC_HELP_VERIFY


IDM_DISPLAY_EXPLORERPALETTE


ID_OBJECT_FLIPHORZONTAL


ID_EDIT_NEXTPAGE_DRAW


ID_PALETTESELECTBLOCK


IDD_OBJECTINFO_NUMPOINTS


ID_RECOGNIZE_STOPRECOGNIZE


IDC_ALIGNMENT


ID_FILE_SETTINGS


IDD_OCRSAVEASTAMPLATE_DRIVES


_APS_NEXT_CONTROL_VALUE


ID_NEXTPAGE


IDD_OCRSAVEASTAMPLATE


ID_IMAGE_MAP_EQUALIZE


ID_PAGE_PREVIOUS


IDD_OCR_RATE_SEC


ID_FORMAT_CHAR_STRIKEOUT


HELP_GEOMETRY_VARIANCE_SLIDER


ID_VIEW_LAYERS


ID_EDIT_CROP


ID_OCR_THISPAGE


IDC_Dsp_LayoutVertical


ID_PALETTEOCRRECTBLOCK


ID_PALETTERECTBLOCK_OCR


IDC_Appreviated


IDC_Dsp_Mediam


IDC_Show_Read_Only_Warning


ID_LAYER_WIREFRAME


IDC_ANGLE


ID_VIEW_CORRECTWORDS


ID_IMAGE_ADJUST_BALANCE


IDC_TRASHSTRING2


IDC_HINT4


IDC_CHANGE_TO


IDM_DISPLAY_PANTONEHEXPALETTE


IDB_NOTWIREFRAME


ID_PALETTETEXTGRAPHICS_OCR


ID_VIEW_TOOLBAR_OCR


IDC_LASSO


IDC_MAGIC


IDD_OCRSAVEASTAMPLATE_FILENAMEFIELD


IDD_OCR_RATE


IDC_SERIF_VARIABLE


IDC_TRASH


ID_WINDOW_REFRESH


IDD_PARAGRAPH_LEFT


ID_IMAGE_DESKEW


IDC_WIDTH


IDC_ADD_TOOL


ID_OBJECTS_WIREFRAME


IDM_WHATSTHIS


IDC_DRAGLAYER


IDB_MARKERNOTFILLED


ID_VIEW_AUTOBLOCKING


IDD_BITMAPINFO_KBYTES


IDC_THRESHOLD_PREV


IDC_SUGGESTION


ID_PREVPAGE


ID_VIEW_COLOR_FAST


ID_VIEW_COLOR_NONE


ID_LAYER_REMOVE


IDC_IGNORED_FONT_SIZE


ID_OBJECTS_VISIBLEALL


IDM_FONTFACECHANGED


IDC_PEN


ID_OCR_SHOW_COLOR


IDC_ACRONYMS


IDC_Dsp_Large


ID_IMAGE_HORLINE_REMOVAL


IDC_CONTROL


IDD_BITMAPINFOFILENAME


IDC_Dsp_Small


ID_OBJECTS_LayersDialog


IDM_DISPLAY_LOADCUSTOM


ID_SELECT_CHANGECOLOR


ID_IMAGE_DIRECT_TRACE


IDC_OCR_RATE


IDC_OCR_TIME


ID_PALPROP_OPEN


ID_PALPROP_SAVE


IDC_TraceBlockClr


IDD_OBJECTINFO_NUMPOINTS2


IDD_OBJECTINFO_NUMPOINTS3


IDD_OBJECTINFO_NUMPOINTS4


IDC_FORMAT_TEXT


ID_PALETTELASSO_OCR


IDC_ZOOMIN


ID_WINDOW_LIST


ID_FORMAT_CHAR_BOLD


ID_FORMAT_CHAR_FONT


ID_FORMAT_PARAGRAPH_DOUBLESPACE


ID_FORMAT_PARAGRAPH_FORCEALIN


ID_PALPROP_MOVETOSTART


IDB_HORZLAYOUT


ID_MENUITEM5078


ID_MENUITEM5079


ID_MENUITEM5081


ID_MENUITEM5080


ID_PROCESS_AUTOOCR


IDD_ROTATE


IDC_SAVE_SETTING


IDM_DISPLAY_CUSTOMPALETTE


IDC_WOO_SYMETRIC_STR


ID_OCR_FIND


ID_OCR_STOP


ID_PALETTESELECT_OCR


ID_UTILITIES_PLAYBACKRECORDING


IDC_LISTBOX


ID_PALETTESCROLL_OCR


IDB_WIREFRAME


ID_EDIT_OPTIONS


IDC_FILENAME


IDC_NUM_MISSPELLS


ID_PALETTESCROLL_DRAW


ID_PALETTESCROLL_TEXT


ID_SEARCH_NEXT_REJECT


ID_IMAGE_VERLINE_REMOVAL


ID_VIEW_LAYOUT_HORIZONTAL


ID_PALETTEINTERSECT_DRAW


ID_INDICATOR_CTRL


ID_VIEW_OCRTOOLBAR


ID_EDIT_SELECTALL


ID_OCRCONTENT_IG


ID_OCRCONTENT_TG


ID_SELECT_SYMMETRIC


IDD_OCR_FORMATTING_OPTIONS


ID_FILE_Save_Doc


Displays a border around the texture window.


IDC_ROTATE1


IDC_ROTATE2


IDC_DUPLICATE


IDC_TreeList


ID_FILE_SAVE_AS_Doc


IDB_DOCKERS


ID_LAYER_CHANGELAYERCOLOR


ID_FILE_EXPORT_BITMAP


IDD_OCR_RATE_ACCURACY


IDC_SelectionClr


ID_IMAGE_PAGE_LAYOUT


IDD_OCRTHRESHOLD


IDC_WOO_INTENSITY_STR


IDB_BITMAPINFO


IDB_BITMAPVIEW


ID_PALETTERECT_OCR


ID_IMAGE_FLIPHORIZONTAL


ID_SEARCH_NEXTMARK


ID_PALETTENUMBER_OCR


IDI_OCRPORTRAIT


IDD_BITMAPINFO


IDC_REJECT_CHAR


IDC_RETAINSOME


ID_LAYER_PREVIEWSIZE_LARGE


IDC_MISPELL_WORD


ID_EDIT_ADVANCEDEDITING


ID_TOOLS_MEDIAMANAGER


IDB_BACKGROUND_VIEW


ID_IMAGE_NOISE_REDUCTION_FILL_GAPS


ID_LAYER_PREVIEWSIZE_SMALL


ID_PALETTESELECTBM_DRAW


ID_WINDOW_CloseAll


ID_PALETTEZOOM_DRAW


ID_PALETTEZOOM_TEXT


ID_TRACE_THISPAGE


Displays a border around the main window.


IDD_OCRSPELLCHECKER_USERDICT


ID_PALETTEEARSER


ID_VIEW_MISPELL_WORD


ID_IMAGE_INVERT


IDD_PrefDisplay_LAYERVIEW


IDC_SAVELAYOUT


ID_FORMAT_PARAGRAPH_SINGLESPACE


IDB_LAYERSBUTTONS


ID_IMAGE_MAP_INVERT


ID_SEARCH_NEXT_MISPELL


ID_IMAGE_EDGEDETECTVIEW


IDD_VERIFY


ID_VIEWALL_SHOW


IDC_WOO_INVERTED_STR


ID_PROCESS_RECOGNITION


IDC_SERIF_MONO


IDC_IGNORE_VERIFY1


ID_VIEW_ACTUALSIZE


ID_SEARCH_PREVMARK


ID_OBJECT_CONVERTTOBEZIER


IDB_MARKERDIMMED


IDC_VERIFY_WHAT


IDC_VERIFY_WORD


IDC_OcrDispVerifyDlg


IDR_BITMAPTYPE


IDD_PrefDisplay


ID_OBJECTS_SHOWBITMAP


IDC_RETAINALL


ID_SELECT_CURVE


IDD_SettingSheet


IDW_FONTNAME


IDW_FONTSIZE


IDI_OCRLANDSCAPE


IDC_trace_COLORS


ID_PALETTEOVAL_OCR


ID_PALETTEUNDERLINE_TEXT


ID_VIEW_COLORPALETTE_CUSTOMCOLORS


IDB_EDITLAYER


IDC_THRESHOLD_VALUE


ID_HELP_SCREEN


ID_HELP_SEARCH


IDC_SELECT1


ID_FORMAT_CHAR_UNDERLINE


IDD_BITMAPINFO_PEXELSINCH1


IDD_BITMAPINFO_PEXELSINCH0


ID_VIEW_COLORPALETTE_NONE


ID_FILE_AQUIREIMAGE


ID_PALETTEMAGIC_DRAW


IDC_DICTIONARY


IDC_CHANGE


IDC_SUSPECT_CHAR


ID_PALETTEOCRSELECT


ID_PALETTEMAG_OCR


ID_METHOD_WOODCUT


ID_Trace_STOP


IDC_CREATE


IDM_DISPLAY_STANDARDPALETTE


IDC_CUTTER


ID_PALETTECREATE2_DRAW


ID_SELECTMENU_COPY


IDD_OCRSPELLCHECKER_DICT


IDB_MARKERFILLED


IDM_DISPLAY_DICPALETTE


ID_UTILITIES_OPTIONS


ID_FORMAT_FONTDLG2


ID_FORMAT_FONTNAME


IDC_Obj_Zoom


ID_FORMAT_FONTSIZE


ID_FILE_TRACE_ALLPAGES


ID_Trace_Properties


ID_IMAGE_NOISE_REDUCTION_DILATATION


IDM_DISPLAY_PANTONESPOTPALETTE


ID_VIEW_SUSPECTWORDS


ID_SEARCH_PREV_SUSPECT


ID_PALETTEEYEDROP


IDC_EYEDROP


ID_SELECT_STATISTICS


IDC_ConfirmVectClear


IDC_WOO_ContinousCut


IDC_ClearVectors


IDC_EARSER


IDC_VERIFY_SUGGESTION


ID_VIEW_COLORPALETTE


ID_PALETTENEXT_TEXT


IDC_RIGHT_INDENT


IDC_ROTATE_DIRECTION


ID_VIEW_LAYER_MANAGER


IDR_DRAW


IDC_HAND_POINT


ID_VIEW_COLOR_PRINTER


ID_PROCESS_SPELL


IDD_LAYERS_NUOFOBJECT


ID_PALPROP_DELETECOLOR


ID_FILE_SAVEASTAMPLATE


IDC_LAYERMOVE


ID_EDIT_SHOWBITMAP


ID_SELECTMENU_PASTE


ID_VIEWALL_REMOVEPAGE


ID_WIZARD_SETTING


ID_IMAGE_HOR_LINE_DETECT


ID_PROCESS_VERIFY


HELP_SCMAXIMIZE


IDI_trace16


IDI_trace32


ID_IMAGE_GRAYSCALE


ID_PALETTEDELETE_DRAW


IDD_BITMAPINFO_TYPE


IDD_BITMAPINFO_YDPI


IDD_BITMAPINFO_ZOOM


ID_FORMAT_FONTDLG


IDC_Obj_Hight


IDC_DifTemplatePage1


HELP_ID_CANCEL


ID_OCR_RADIO3


ID_DOCK_BITMAPINFO


IDC_Dsp_LayoutHorizontal


IDC_FIRSTPOINT


IDC_Obj_Width


IDC_SANS_SERIF_MONO


ID_EDIT_PREVPAGE_DRAW


ID_PALPROP_SETOUTLINECOLOR


IDB_UP


IDD_BITMAPINFOWIDTH


ID_TRACECONTENT_FORM


IDC_OcrBlockClr


ID_TRACECONTENT_TEXT


ID_OBJECT_SENDTOBACK


IDB_WELCOME_256C


ID_VIEW_COLORPALETTE_SYSTEM


IDB_WELCOME_LOGO


IDD_OCRSAVEASTAMPLATE_DRIVESTEXT


ID_TREESELECTION_REMOVE


HELP_ID_RENDERTOWINDOW


TST_VIEWINFO


IDD_OCRSAVEASTAMPLATE_DIRECTORYTEXT


IDC_NUM_SUSPECTS


IS_SEARCH_PREV_MISPELL


IDC_IMAGESIZE


IDC_IMAGETYPE


IDM_DISPLAY_FOCOLTONEPALETTE


ID_PALPROP_SAVEAS


ID_IMAGE_NOISE_REDUCTION_CLOSING


ID_VIEW_DRAWTOOLBAR


IDC_IGNORE_ALL


IDC_HEIGHT


ID_FILE_AQUIREIMAGEFROMCORELSCAN


IDB_DRAWVIEW


ID_SEARCH_NEXT_SUSPECT


IDD_PREFDOCBOX


ID_PALETTETEXT_OCR


IDC_CHANGE_ALL


HELP_SCCLOSE


ID_PALETTECENTERALIGN_TEXT


ID_IMAGE_PALETTE


IDB_MARKERCONTROL


ID_TEXT_REPLACE


IDC_FIRSTLINE_INDENT


ID_OCR_SELECTION


IDC_IGNORED_FONT


IDC_WOO_COLOR


ID_PALETTEWELD_DRAW


IDC_SANS_SERIF_VARIABLE


IDD_BITMAPINFOXDPI


ID_TRACECONTENT_IG


ID_OBJECTS_Layers


ID_IMAGE_ROTATED_ARBITRARY


ID_SELECT_LOCKUNLOCK


ID_FILE_Open_Doc


ID_PALETTEEYEDROP_OCR


IDD_OBJECTINFO


IDD_PARAGRAPH_ALIGNMENT


IDC_OCRSuspectClr


ID_IMAGE_HISTOGRAM


ID_TOOLS_COLOR


IDM_DISPLAY_TRUMATCHPALETTE


ID_IMAGE_ROTATED_90CCW


ID_LAYER_PREVIEWSIZE_MEDIAM


ID_PROCESS_PAGE_LAYOUT


IDD_PrefGeneral


_APS_NEXT_SYMED_VALUE


ID_OCR_ALLPAGES


IDC_SELECTDRAW


ID_IMAGE_MAP_THRETHOLD


ID_PALETTENUMBER


IDD_OCRSPELLCHECKER


IDD_OCRSPELLCHECKER_OPTIONS


IDD_OCRSAVEASTAMPLATE_FILETYPETEXT


IDM_DISPLAY_PANTONEPROCESSPALETTE


_APS_NEXT_COMMAND_VALUE


ID_VIEW_TRACETOOLBAR


IDC_OBJECTSCOUNT


IDC_FILLCOLOR


IDD_OCRSPELLCHECKER_MAINDICT


IDD_BITMAPINFOHEIGHT


IDD_BITMAPINFO_PEXELS1


IDD_BITMAPINFO_PEXELS0


IDC_SCAN_FRAME2


ID_EDIT_SHOWBITMAP_HIDE


IDM_DISPLAY_TOYOPALETTE


IDR_MAINFRAME


ID_PALETTELASSO


IDB_RIGHT


ID_PALETTEEARSER_OCR