Emboss Texture Weave

Introduction

This topic will explain Emboss Texture Weave, describe how to access it, the options found in it, and will provide links to related topics.

Emboss Texture Weave

This type of embossed texture produces surfaces that are interwoven, similar to the appearance of a basket weave.

To create an Emboss Texture Weave feature:

 

  • In the BobART tab, right-click Emboss Model, point to Emboss Texture, and click Weave.

 

The Weave dialog displays.

Parameters

Quick Access

 

  •  Apply - regenerates the canvas to display the current parameters of the feature.

  •  OK - regenerates the canvas to display the current parameters of the feature and exits the dialog.

  •  Cancel - discards the updates to the parameters and exits the dialog.

  •  Show or Hide all images in the graphics area - This option will show all hidden images in the graphics area. This same option will hide all images in the graphics area, besides the one being worked on for those features which utilize a loaded image.

  •  Show or Hide the embossed BobART model in the graphics area - This option will show the hidden canvas in the graphics area. This same option will hide the visible canvas in the graphics area.

 

Attributes

 

  • Name - indicates the feature name that displays in the BobART tree. By default, it is automatically named by the feature type and number. Note that you cannot use the hyphen (-) character with spaces around it, as this is reserved for the automatic naming and will be removed. You can however use it without spaces, for example, Emboss-Body).

  • Color - click the drop down to select a Theme Color or Standard Color, or click More Colors to open the Select Color dialog. Select the desired color for the feature, and click OK to set the color, or Cancel to exit the dialog. (The default color is set using the Solids color of the Settings Part/Settings Default dialog box.)

 

Application Type

These options are explained in more detail in the Application Types help topic.

 

Add Subtract Merge High Merge Low

 

  • Add - Builds up on top of the existing features.

  • Subtract - Pushes down into the existing features.

  • Merge High - Builds up independent of the existing features and intersects as needed.

  • Merge Low - Builds up in place of existing features.

 

Parameters

 

Drive Curve Shape

 

  • Length - is half the length of a visible weave section in the resulting embossed weave.
  • Z Height - is the distance from the base of a visible weave section to the peak of the same weave section.
  • Peak Length - is the length of the flat area created at the peak of the weave. This value cannot be greater than the Length parameter. The software automatically changes the Peak Length to.
  • Smooth Curve

    Select the check box to have the system generate a smooth ascent and descent for the driving curve. This uses the spline-style curve shown in the dialog box image.

    Clear the check box to leave the ascent and decent of the drive curve sharp. This uses the straight-line curve shown in the dialog box image.

 

 

Weave

 

  • Width - indicates the distance of the weave, perpendicular to the driving curve shape.

  • Rotation Angle - sets the angle of the texture in relation to the X-axis.

 

 

Cross-Section

 

Select the type of cross-section and set the values. These values are applied to the edges of the resulting weave. View the Emboss Cross Sections help topic to learn about the options.

 

  • Convex Arc - This cross-section type creates a raised arc in the model using the following parameters.

    • Radius - sets the distance from the center of the arc to the edge of the arc.

    • Start Angle - sets where the arc begins and is tangent to adjacent surfaces in the model.

    • End Angle - sets where the arc stops and is tangent to adjacent surfaces in the model.

 

Note: If the Start Angle is greater than the End Angle the resulting surface is concave and the radius does not appear in the model. The angles should be within a sweep of 90 degrees, that is, neither value should exceed 90.

 

  • Concave Arc - This cross-section type creates a sunken or depressed arc in the model using the following parameters.

    • Radius - sets the distance from the center of the arc to the edge of the arc.

    • Start Angle - sets where the arc begins and is tangent to adjacent surfaces in the model.

    • End Angle - sets where the arc stops and is tangent to adjacent surfaces in the model.

 

  • Line - This cross-section type creates an angled wall on the model using the following parameters.

    • Height - sets the distance from the bottom of the Slope Angle to the top of the Slope Angle. If looking at the results of this operation as a right triangle, the height indicates the length of a leg and not the length of the hypotenuse.

    • Slope Angle - sets the angle of the resulting surfaces, relative to the stock of the model.

  • Convex Ellipse - This cross-section type creates a raised radial surface on the model using the following parameters.

    • Major Axis - sets the horizontal length of the ellipse.

    • Minor Axis - sets the height of the surface created by the operation.

 

  • Concave Ellipse - This cross-section type creates a sunken or depressed radial surface in the model using the following parameters.

    • Major Axis - sets the horizontal length of the ellipse.

    • Minor Axis - sets the height of the surface created by the operation.

 

  • Spline - This cross-section type creates a contour using three control points as follows.

    • Point 1(X-Y) - sets the distance from the base geometry to the first control point in X/Y.

    • Point 1(Z) - sets the distance from the stock to the first control point of the contour in Z.

    • Point 2(X-Y) - sets the distance from the base geometry to the second control point of the contour in X/Y.

    • Point 2(Z) - sets the distance from the stock to the second control point of the contour in Z.

    • Point 3(X-Y) - sets the distance from the base  geometry to the third control point of the contour in X/Y.

    • Point 3(Z) - sets the distance from the stock to the third control point of the contour in Z.

  • Custom Cross Section
    In addition to the six predefined cross-section shapes, you can select custom cross-section geometry. The custom cross section must be an open shape and it must be drawn (flat) in the XY plane. The cross section can be drawn anywhere in the graphics area, as long as it is drawn in the XY plane. The open shape can include lines, arcs, and splines.

    Because embossed models cannot have undercut areas, any part of a custom cross section that would result in an undercut area results in a vertical wall. What this means is that although there are some limitations on the shape of the custom cross section, you can draw any open shape, and the software automatically uses as much of the shape as possible. If you cannot create the desired result, you may need to redraw the cross section.

    To assign a custom cross section:

    • In the Cross Section group of the emboss feature dialog box, select Custom.

    • In the BobART tree, right-click Cross Section Geometry, and click Re/Select.

    • In the graphics area, select the cross section geometry, and confirm the selection.

    • Regenerate the model.

 

Boundary Geometry

 

Selected Geometry

 

(Delete) - removes the highlighted item from the list.

(Delete All)- removes all entities from the list.

The list box will list the entities currently selected for the function.

 

  • OK - accepts any changes and closes the dialog. (The first time you click OK, the feature is created and added to the BobART tree.)

  • Cancel - cancels the creation of the feature (the first time that the dialog box displays). When editing the feature, this cancels any changes and closes the dialog.

 

 

After defining the parameters, you use the Emboss Features in the BobART Tree to edit the feature as needed.

The Emboss Feature in the BobART Tree

When you finish defining the feature parameters and click OK, the feature is added to the BobART tree. You right-click each feature item in the tree to access a shortcut menu.

 

The Feature Shortcut Menus

 

Texture Weave

Right-click this item to access the following commands.

    • Edit - opens the Feature dialog for you to modify the feature parameters.
    • Delete - removes the feature from the tree. Regenerate to view the change in the model.
    • Suppress/Unsuppress - is used to remove the feature from the model or to restore a suppressed feature. To update the model, Regenerate.
    • Save As Component/STL - is used to save the feature as a component or .stl file. This saves the individual feature and not the entire model. The STL Save Option dialog box is displayed for you to set the tolerance. Next, the Save As dialog is displayed for you to select a location, name the file, and save it. The component can be used to create an Emboss from Component feature.

 

Boundary Geometry

Right-click this item to access the following commands for assigning a boundary. If no boundary is assigned, the texture is applied to the entire model (stock area).

    • Re/Select - enables selection mode for you to select closed chains in which to confine the feature. You can select multiple closed chains. To confirm your selections, click OK.

    • Remove - removes any geometry assigned to the feature boundary.

 

 Cross-Section Geometry

Right-click this item to access the following commands.

    • Re/Select - opens the Selection Manager for you to select the geometry that is used for the cross section. To confirm your selections, click OK.

    • Remove - removes any geometry assigned to the cross section.

    • Reverse Direction - reverses the chain direction of the selected cross section.

Generating the Model

After all necessary selections are made, you must regenerate to create the model.

 

To Regenerate the Model, do one of the following:

 

  • From the BobArt Tree, right-click Emboss Model, and click Regenerate.

  • From the feature dialog, click OK.

 

Note: Every time a change is made to an Emboss feature, you must Regenerate to update the model.

Related Topics

The BobART Overview

How to Create an Emboss Texture Weave