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Loading textures


    You can map a texture to any object in the Adobe Title Designer. To add a texture, you first load it from a bitmap or a vector file of your choosing. You have several options for adjusting the textures once you have loaded them.

To load a texture:

  1. Select Texture in the Object Styles section and click the triangle next to it to reveal the options.
  2. Set any of the following options and click OK:
  3. Texture

    Specifies the texture used for the selected object. Click to open the Load Texture dialog box.

    Flip with Object

    Specifies that the texture flips horizontally and vertically when the associated object is flipped (by dragging the control points over each other).

    Rotate with Object

    Specifies that the texture rotates in sync with the object.

    Scaling Object X/Object Y

    Specifies how the texture is stretched along the X or Y axis when applied to the object:

    • Arbitrary doesn't stretch the texture at all, instead it uses its natural size. For example, only 1/4 of a 100x100 texture will appear in a 50x50 rectangle.
    • Clipped Face Stretches the texture so it fits the face, minus the area covered by any inner strokes.
    • Face stretches the texture so that it fits the face exactly.
    • Extended Character considers strokes when calculating the area over which the texture is stretched. For example, if you have a large, 20 pixel outer edge, the texture will be stretched beyond the extents of the face. However, the texture will still be clipped to the face (just the extents will be adjusted).

    Scaling Horizontal/Vertical

    Specifies how the texture is stretched based on a percentage of the calculated texture extents (in other words, what 100% means is dependent upon other scaling options, most notably the Object X and Object Y settings). The range is from 1% to 500%; the default is 100%.

    Scaling Tile X/Tile Y

    Specifies if the texture is tiled when applied to an object. If the object is not tiled in a given direction, blank (alpha = 0) is used.

    Alignment Object X/Object Y

    Specifies which part of the object the texture aligns to:

    • Arbitrary specifies that the texture doesn't align to the object, it aligns to the title. When you select this option, you can move the object around and the texture will not move.
    • Clipped Face specifies that the texture aligns to the clipped area face (face minus the inner strokes).
    • Face specifies that the texture aligns to the regular face (it does not consider the strokes in the extent calculation).
    • Extended Character specifies that the texture aligns to the extended face (face plus the outer strokes).

    Alignment Rule X/Rule Y

    Specifies how the texture is aligned. The top left, center, or bottom right of the texture is aligned to the part of the object specified by Object X and Object Y:

    • Top Left specifies that the texture aligns to the top left of the object part (as indicated by Object X, Object Y).
    • Center specifies that the texture aligns to the center of the object part (as indicated by Object X, Object Y).
    • Bottom Right specifies that the texture aligns to the bottom right of the object part (as indicated by Object X, Object Y).

    X Offset/Y Offset

    Specify the horizontal and vertical offset (in pixels) for the texture from the calculated application point. This application point is calculated based on the Object X/Y and Rule X/Y settings. The range is -1000 to 1000, with a default of 0.

    Blending Mix

    Specifies the ratio of texture to regular fill that is rendered. For example, if a rectangle is created and given a simple red to blue gradient, and then a texture is applied, the mix value determines how much of each is used when compositing the two to create the finished object. The control's range is -100 to 100. A value of -100 indicates that no texture is used and the gradient dominates. A value of 100 uses only the texture. A value of 0 uses both aspects of the object equally. The mix also plays a role in how the key of the ramp and texture are used, as described below.

    • Fill Key specifies that the transparency of the ramp associated with an object is considered when building up the key for the object as a whole.
    • Texture Key specifies that the transparency of the texture is considered when building up the key for the object as a whole.

    Alpha Scale

    Specifies that the value readjusts the alpha value for the texture as a whole. This option allows you to easily make the object transparent. If the alpha channel is properly ranged, this option acts like a transparency slider.

    Composite Rule

    Specifies which channel of an incoming texture is used to determine the transparency. In almost all cases, the alpha channel is used. However, if, for example, you have a black and red picture, you could still impose transparency by selecting the red channel as the alpha channel.

    Invert Composite

    Inverts the incoming alpha values. Some textures may have the alpha range inverted. Try this option if the area that is supposed to appear solid is blank.

To turn off a sheen or texture:

    Deselect the Sheen or Texture option.