III. Pen

![]() |
- Pressure does not depend on color (The background color does not have influence on pen pressure. It is default option)
- The more pressure on RED channel (The pressure depends on red channel by the formula "Pressure=Pressure0*(RedChannel AverageColor)/128")
Choose this command (or other of below the listed) you will see slider in which can specify value of average color:
![]() |
This value is used in case the application of pressure dependence on surface color is selected. In order to obtain this value from the model surface use "Pick" function, i.e. point the cursor onto the necessary place and press "V" key.
- The less pressure on RED channel (The pressure depends on red channel by the formula "Pressure=Pressure0*(AverageColor RedChannel)/128")
- The more pressure on GREEN channel (The pressure depends on green channel by the formula "Pressure=Pressure0*(GreenChannel AverageColor)/128")
- The less pressure on GREEN channel (The pressure depends on green channel by the formula "Pressure=Pressure0*(AverageColor GreenChannel)/128")
- The more pressure on BLUE channel (The pressure depends on blue channel by the formula "Pressure=Pressure0*(BlueChannel AverageColor)/128")
- The less pressure on BLUE channel (The pressure depends on blue channel by the formula "Pressure=Pressure0*(AverageColor BlueChannel)/128")
- The more pressure on BRIGHT channel (The pressure depends on pixel brightness by the formula "Pressure=Pressure0*(AverageColor (Red+Green+Blue)/3)/128")
- The less pressure on BRIGHT channel (The pressure depends on pixel brightness by the formula "Pressure=Pressure0*((Red+Green+Blue)/3 AverageColor)/128")
- The more pressure on CURRENT channel (The pressure will be more if the background color will be closer to current color. The "color distance" determines the checking preciseness)
- The less pressure on CURRENT channel (The pressure will be less if the background color will be closer to current color. The "color distance" determines the checking preciseness)
- Pressure depends on a mask (The pressure is less on the places where something is already drawn)
Therefore, as the example of another usage, you make a map of depth and/or a map of specular for a square structure. For this you load a file plane 1x1.obj, without smoothing objects and then load texture (for this use menu "File"). You will be offered to select.

You must select "Yes" and then open a window named "Pen" and select the following command there:

and draw with a pen. You will see, as depth changes according to brightness:

Using all these options you can easily create a map of depth and/or specular for an available texture.

- Rotation amplitude (The amplitude of additional random pen rotation)
- Depth modulator (The additional depth modulator. It is need to specify the standard depth of pen using)
- Radius variation (The degree of random radius variation (percents))
- Depth variation (The degree of random depth variation (in percents))
- Draw by spots (In this case you will draw by different spots, not by lines)
- Rotate along motion direction (The pen will rotate in motion direction. If you rotate a pen, the angle of rotation will be added to the turn angle as a result of moving pen).

You can:
- Delete pen.
- Save to PSD... (Save pen to multilayered PSD file). Read about layers structure below.
- Load from PSD... (Load pen from multilayered PSD file. Look to the Samples folder for the sample). In case PSD file does not have a structure as described below, it will simply be unrecognized by the program.
- Edit in Adobe Photoshop. Edit the pen. 3D-Brush saves pen as PSD file and it opens in Adobe Photoshop. A will be saved file and 3D-Brush will be loaded automatically after change. In Adobe Photoshop pen has this structure:
![]() |
Pen has four layers Color, Height Map, Specular Map (Specular), Erase Map (EraseMask) Lets see to these layers individually:
u Color contains pen color and transparency mask. The transparency mask affects specular channel as well (Specular).
u Height Map contains pen height map. Grey color RGB(127,127,127) corresponds to zero height. Darker colors correspond to cavities, lighter colors to convexities.
u Specular Map (Specular). While color corresponds to maximum specular, black one to absence of specular. Keep in mind, the color map transparency mask gets applied onto the specular map too.
u Erase Map (EraseMask). This mask allows to erase the layer contents on mask before pen drawing. This may be used to create pens which would not be colliding with each other when drawing. An effective application would be interstice, chaps on skin, fabric. Keep in mind the erase mask affects the lowest layer.
- Copy pen to another folder previously created by you (--> sign means copying)
![]() |
![]() |

![]() |
In this dialogue a model can be rotated and scaled. Rotate the model
by pressing left mouse button, move the model while holding spacebar, scale it
with right mouse button, rotate within the screen frame by using the
combination of ALT+left mouse button. You can choose texture size and the image proportions. The use of non-square pens is especially
useful when creating strips as described below. Using slider in the right lower
corner you can adjust the level of model dipping into the background plane
which determines the zero pen level.
| Previous | Next | Table of contents |
| 3D Brush - Texturing of 3D Model |