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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.
- Select the object.
- In the Title Properties panel, click the triangle next
to Fill or Strokes, then click the triangle next to Texture to reveal
the options.
- Click the Texture box.
- 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).
- 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.
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