Image-based shaders are created from image files imported into the Vectorworks file. Like wrapped shaders, an image-based shader is applied to the surface of an object. See Applying and Mapping Textures for more information. Different settings are then required depending on the type of shader to be used with the image.
Multiple image shaders can be combined to create a realistic texture. For example, import an asphalt image, and then add an image bump to the asphalt. In addition, image-based shaders can be combined with non image-based shader types for a variety of effects.
Most image-based textures are automatically compressed when imported. Imported JPG files retain the original JPG data; all other image files are compressed using lossless PNG format.
The Bricks shader includes its own image-selection functionality; see Color Shaders.
To import an image for use as an image-based shader:
Create a graphics file to be imported as a shader. In a graphics program, save the image in a format that the Vectorworks program can import:
● BMP
● JPG
● PCT
● PNG
● PNT
● PSD
● QTI
● SGI
● TIF
● TGA
Create a new texture as described in Creating a New Texture. From any of the four shader component lists, select one of the image shader types.
If a resource with an image is already present in the file, the Choose Image dialog box opens.
► Click to show/hide the parameters.
Select the desired image file in the Import Image Document dialog box. Click Open.
The next dialog box that opens depends on the type of shader. Refer to the section that applies to the shader.
Shader |
Section |
Color |
|
Reflectivity |
|
Transparency |
|
Bump |
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