Loading texturesYou 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:
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: 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: 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: 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. 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. |