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Add a texture for text or object

You can map a texture to any object’s fill or stroke. To add a texture, specify a vector or bitmap file (for example, an Adobe Photoshop file), or use one of several textures included with Adobe Premiere Pro.

  1. Select the object.
  2. In the Title Properties panel, click the triangle next to Fill or Strokes, then click the triangle next to Texture to reveal the options.
  3. Click the Texture box.
  4. Click the Texture swatch and select any image file on the hard disk, or navigate to Program Files/Adobe/Adobe Premiere Pro [version]/Presets/Textures (Windows) or Applications/Adobe/Adobe Premiere Pro [version]/Presets/Textures (Mac OS) and select a texture. Then click Open (Windows) or Choose (Mac OS).
  5. To specify how the texture scales, aligns, and blends with its associated object, set any of the remaining options:
    Flip With Object
    Flips the texture horizontally and vertically when the object is flipped (by dragging the object anchor points over each other).

    Rotate With Object
    Rotates the texture in sync with the object.

    Scaling Object X, Scaling Object Y
    Specifies how the texture is stretched along the x or y axis when applied to the object. The Texture option doesn’t stretch the texture but applies it to the face of the object from the upper left corner to the lower right corner. The Clipped Face option stretches the texture so that it fits the face, minus the area covered by any inner strokes. The Face option stretches the texture so that it fits the face exactly. The Extended Character option 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 is stretched beyond the extents of the face. However, the texture is clipped to the face and only the extents are adjusted.

    Scaling Horizontal, Scaling Vertical
    Stretches the texture to the specified percentage. A single value can produce different results depending upon other scaling choices you make. The range is from 1% to 500%; the default is 100%.

    Scaling Tile X, Scaling Tile Y
    Tiles the texture. If the object is not tiled in a given direction, blank (alpha = 0) is used.

    Alignment Object X, Alignment Object Y
    Specifies to which part of the object the texture aligns. Screen aligns the texture to the title and not the object, letting you move the object without moving the texture. Clipped Face aligns the texture to the clipped area face (face minus the inner strokes). Face aligns the texture to the regular face and does not consider the strokes in the extent calculation. Extended Character aligns the texture to the extended face (face plus the outer strokes).

    Alignment Rule X, Alignment Rule Y
    Aligns the texture to the top left, center, or bottom right of the object specified by Object X and Object Y.

    Alignment X Offset, Alignment Y Offset
    Specifies the horizontal and vertical offsets (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 (set with the Fill Key option) and texture (set with the Texture Key option) are used.

    Alpha Scale
    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 most cases, the alpha channel is used. However, if you use a black‑and‑red texture, you could impose transparency in the red areas by specifying the red 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.

    Note: To remove a selected object’s texture, deselect Texture in the Title Properties panel.