Emboss Texture From Image Example 1

Introduction

This topic explains how to create an Emboss Texture from Image feature with BobART.This is a great way to add a machinable texture to an embossed model.In this example you create an emboss feature using a seamless/repeatable wood texture image file.You explore the available feature parameters as you apply the texture to an existing model.

Example File

If you are connected to the Internet, the part file for this example can be downloaded automatically by clicking the following link: Emboss Texturefrom Image Example 1.bbcd

Once you download and saved the zip file, extract the files on your system in an easy place to remember.You can then open the file to use with this tutorial.All files for the tutorials in this help system available for download can be found by clicking on the following link: http://www.bobcad.com/helpfiles.

 

In this example you open an existing file with a sign that was made using Emboss from Component.The sign and the image file that is used to create a texture are shown next.

 

Img Img

Part 1) Open the Example File

  1. Click the File, and Open.

  2. In the Opendialog, select the folder in which you saved the example files.

  3. Select Emboss Texture from Image Example 1.bbcd, and click Open.

 

The file is opened and the model is displayed in the graphics area.

 

Img

Part 2) Add the Feature and Select the Image File

  1. In the  BobART Manager, right-click  Emboss Model, point to EmbossTexture,and click From Image.

    The Texture From Image dialog is displayed.

  2. In the Namefield, select the text, and type Hardwood Texture.

  3. Click the drop down next to Color,and select More Colors....

    The Select Color dialog appears.

  4. Set the RGB values to R 100, G 60, B 0 to create a brown and click OK.

    The Select Color dialog disappears and the color is set to brown.

  5. Set the Application Type to Merge High.

  6. In the Image section, click Load Image.

    The Open dialog is displayed.

  7. At the bottom of the dialog, next to Files of Type, click the arrow and select All Files at the bottom of the list.

    Locate the folder in which you saved the example file, and select Dusty Wood.png.

  8. Click Open.

    The image name appears under the Load Image button.

Part 3 Add the Texture and Edit the Feature Parameters

  1. To add the feature to the model, click OK.

    ImgImg

    With the Merge High application type and the small Z Depth, the texture only appears in the lowest area of the model.

    Notice the Image Size and Canvas Size groups in the Current Attributes section.The size of the selected image and the model are displayed for reference.The image size is used to set the spacing of the texture/pattern.

  2. In the Pattern Size group of the Parameters section, click Scale to Canvas.

 

Tip: This scales the image to match the size of the canvas and is useful when you are using an image file that is not a seamless/repeatable texture or you do not want the texture/image to repeat.


  1. In the Z Depth box, select the text, and type 0.350.

  2. Click OK.

    ImgImg

Part 4) Edit the Image Size

  1. In the Pattern Size group of the Parameters section, click Reset to create the texture using the actual size of the image.

    Because the image is smaller than the model, the texture is now repeated multiple times.

  2. Click OK.

    ImgImg

Part 5) Edit the Pattern Spacing

  1. To show you how the spacing works, in the Pattern Location group, set:

    1. SpacingX % = 125.00

    2. Spacing Y % to 125.00

  2. Click OK.

    ImgImg

    The texture now uses 125 percent of the size of the image for each repetition of the pattern.

  3. In the Pattern Location group, set the Shift Between Rows % value to 40.00.

  4. Click OK,to regenerate the feature.

 

Img Img

 

Notice that the start point of each row of the texture is progressively shifted (by 40 percent).

Part 6) Rotate the Texture

  1. In the Pattern Location group of the Parameters section set: 

    1. Spacing X % = 100.000

    2. Spacing Y % = 100.000

    3. Rotation Angle = 65.000

    4. Shit Between Rows % = 0.000

  2. Click OK to regenerate the model.

    ImgImg

  3. Click Cancel.

Part 7) Add a Second Feature and Assign a Boundary

The settings used thus far have allowed us to avoid assigning a boundary to contain the texture.When you do not assign a boundary, you are applying the texture to the entire model.In this part, you add another feature, and apply the texture to the border of the sign.

 

  1. In the BobARTtree, right-click Emboss Model, point to Texture,and click From Image.

  2. In the Namefield, select the text, and type Border Texture.

  3. Click the drop down next to Color,and select More Colors....

    The Select Color dialog appears.

  4. Set the RGB values to R 204, G 204, B 255 to match the current frame and click OK.

    The Select Color dialog disappears.

  5. Confirm the Application Typeis set to Add.

  6. In the Image section, click Load Image.

    The Open dialog is displayed.

  7. At the bottom of the dialog, next to Files of Type, click the arrow and select All Files at the bottom of the list.

    Locate the folder in which you saved the example file, and select Dusty Wood.png.

  8. Click Open.

    The image name appears under the Load Image button.

  9. In Pattern Size group of the Parameters section, set the Z Depth value to 0.750.

  10. When using similar features, the values used last for the various parameters are remembered.

    Because of this, we update the Rotation Angle in the Pattern Location group from the last value used, back to 0.000.

  11. By default, the Selected Geometry list in the Boundary Geometry section has focus.

    Click in the graphics area to give it focus, and press Ctrl+A to select the boundary geometry.

    Img

  12. Click OK to update the model.

    ImgImg

  13. Click Scale to Canvas.

  14. Click OK.

    ImgImg

  15. Set the Application Type to Merge High.

  16. Set the Z Depthto 2.00.

  17. Click OK.

    ImgImg

  18. Click Cancel to exit.

 

Tip: Even though the Z Depth of the feature is currently 2.00, the total height of the model is actually less than 1.00.This is done to show you that the Z Depth for Emboss Texture from Image does not necessarily create the feature at exactly the specified depth.The Z Depth is based on the information in the image file used.Sometimes you need to experiment to create the desired result.The last result is an interesting texture that blends with the surface beneath it.

 

This concludes the tutorial.

Related Topics

BobART Overview