Emboss Texture From Primitives

Introduction

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

Emboss Texture from Primitives

This type of embossed texture is generated using primitive surfaces (spheres, cones, etc.).

To create an Emboss Texture From Primitives feature:

 

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

 

The From Primitive 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.

 

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

 

Primitive Shape

This group allows you to select the type of primitive object that is used to generate the embossed texture. The types and the options for each type are listed next:

 

  • Sphere 

    • Radius - is the distance from the center of the sphere to the outside of the sphere.

    • Z Height - is the height of the sphere in the Z-axis direction used to generate the texture.

  • Ellipsoid

    • X Radius - is the distance from the center of the ellipse to the outside edge, in the X axis only.

    • Y Radius - is the distance from the center of the ellipse to the outside edge, in the Y axis only.

    • Z Height - is the height of the ellipsoid in the Z-axis direction used to generate the texture.

  • Cone

    • Bottom Radius - indicates the distance from the center of the cone to the outside edge of the base.

    • Top Radius (% of Bottom) - the top radius of the cone is created relative to the Bottom Radius. Typing 50 in this box makes the Top Radius half of the Bottom Radius.

    • Z Height - indicates the distance between the Top Radius and Bottom Radius.

  • Pyramid

    • Side X - indicates the length of the pyramid's base in the X-axis.

    • Side Y - indicates the length of the pyramid's base in the Y-axis.

    • Top Size (% of Bottom) - indicates how big the top of the pyramid is relative to the base. If you type 50 into this box the top of the pyramid is half the size of the base.

    • Z Height - indicates the distance between the base of the pyramid and the top of the pyramid.

 

 

 

  • Size Randomization

    Select this check box to randomize the size of the selected Primitive Type using the value typed in the Variation % box.

    Clear the check box to not randomize the primitive size. The Variation % boxes become unavailable.

    • Variation % - type the percentage value for the possible variation used when the Randomize the Size check box is selected.

 

 

Pattern Location

 

  • Randomize the Location

    Select the check box to automatically randomize the insertion of the primitives in the embossed texture. The Primitive Density box becomes available.

    Clear the check box to use the Spacing, Rotation Angle and Progressive Shift vales to determine the primitive locations.

    • Primitive Density - defines how dense the primitives appear when using Randomize the Location. 

The following two options control the distance of the embossed textures by a percentage in the corresponding axis direction:

 

  • Spacing X %

  • Spacing Y %

 

Important: It is important to know that the spacing works using the bottom left corner of the art surface as a reference position. Typing 100.0 means that the spacing between the reference positions are the width of the original surface. Typing 50.0 indicates that only half of the original width is used for spacing, meaning that only half of the embossed texture is visible due to an overlap of the textures. Typing 150.0 indicates that the distance between the reference positions is one and one-half times the original width of the art surface.

 

  • Rotation Angle - allows you to change the angle of the texture surface. The value is applied to all instances of the embossed texture generated by this operation.
  • Shift Between Rows %- allows you to increase the spacing between embossed textures incrementally through the model. This percentage is added to each additional row.


 

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 from Primitives

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 -for you to select closed chains in which to confine the feature. You can select multiple closed chains. To confirm your selections, click .

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

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 from Primitives