Chapter 7 Working with Distortions, Gradient Meshes, Envelopes, and Blends
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Chapter 7 Working with Distortions, Gradient Meshes, Envelopes, and Blends

Editing Colors and Distorting Objects. Illustrator provides a number of effects that you can use to alter the shape of an object.. The Pucker & Bloat effect adjusts the segments between an object’s anchor points..

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Chapter 7 Working with Distortions, Gradient Meshes, Envelopes, and Blends




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Presentation on theme: "Chapter 7 Working with Distortions, Gradient Meshes, Envelopes, and Blends"— Presentation transcript:

Slide1

Chapter 7

Working with Distortions, Gradient Meshes, Envelopes, and Blends

Slide2

Editing Colors and Distorting Objects

Illustrator provides a number of effects that you can use to alter the shape of an object.

The Pucker & Bloat effect adjusts the segments between an object’s anchor points.

With a Pucker effect, the segments are moved inward, toward the center of the object, while the anchor points are moved outward.

Slide3

Editing Colors and Distorting Objects

Before Pucker effect

After Pucker effect;

segments appear curved

inward

Original shape of object is

evident by bounding box

Pucker effect applied

Slide4

Editing Colors and Distorting Objects

The Bloat effect is achieved by moving the segments outward and the anchor points inward.

Slide5

Editing Colors and Distorting Objects

Before Bloat effect

After Bloat

effect; segments

are moved outward

Bloat effect applied

Slide6

Editing Colors and Distorting Objects

The Twist effect rotates an object more sharply in the center than it does at the edges, creating a whirlpool effect.

Slide7

Editing Colors and Distorting Objects

Before Twist effect

After Twist effect;

center is rotated

more than edges

Twist effect

applied

Slide8

Editing Colors and Distorting Objects

When you apply the Pucker & Bloat and the Twist commands, they will be applied as effects.

Effects change only the appearance of the object.

Effects are controlled on the Appearance panel.

Slide9

Editing Colors and Distorting Objects

The Edit Colors commands on the Edit menu are useful for quickly applying color changes to objects.

With the Edit Colors commands, the changes are applied directly to the objects; they are not effects.

Slide10

Editing Colors and Distorting Objects

With the Edit Colors commands, you can:

saturate an illustration, which makes colors more intense.

reduce the saturation of an illustration, making its colors duller, with a washed-out appearance.

use the Convert to Grayscale command to completely

desaturate

an illustration and create the effect of a black-and-white image.

Slide11

Editing Colors and Distorting Objects

With the Edit Colors commands, you can:

use the Edit Colors commands to make color blends between objects.

Use the Blend Front to Back command to create a color blend through all the objects in the stacking order, using the front most object as the starting color and the backmost object as the ending color.

Slide12

Editing Colors and Distorting Objects

Blending colors front

to

back

Slide13

Editing Colors and Distorting Objects

Illustration with saturated colors

Illustration with the Convert to Grayscale command

applied

Slide14

Working with Gradient Meshes

The Mesh tool and the Create Gradient Mesh command can be used to transform a basic object into a mesh object.

A mesh object is a single, multicolored object in which colors can flow in different directions, and colors transition gradually from point to point.

Slide15

Working with Gradient Meshes

When you create mesh objects, multiple mesh lines crisscross the object.

Mesh points are diamond-shaped and work like anchor points.

They can be assigned a color.

When a color is assigned, color flows outward from the point.

Slide16

Working with Gradient Meshes

The area between four mesh points is a mesh patch.

You can apply color to all four mesh points simultaneously by applying color to a patch.

Mesh points can be added, deleted, and moved along the mesh line without altering the shape of the mesh.

Slide17

Working with Gradient Meshes

Anchor points are also part of the mesh, and they function as they do on simple paths.

Just as with simple paths, you can manipulate the anchor points’ direction lines to alter the shape of the mesh.

Slide18

Working with Gradient Meshes

Mesh

line

Mesh

patch

(with yellow

applied)

Direction lines

Mesh

point

(with red applied)

Slide19

Working with Gradient Meshes

You can create a mesh object from any path.

You cannot create a mesh object from compound paths or text objects.

You can create a mesh object with the Mesh tool or by applying the Create Gradient Mesh command.

Slide20

Working with Gradient Meshes

You’ll be happiest creating a mesh object using the Create Gradient Mesh command, in the Gradient Mesh dialog box, which creates a mesh object with regularly spaced mesh lines and mesh points.

Slide21

Working with Gradient Meshes

The Create Gradient Mesh command is always the best choice when converting complex objects.

Once a mesh object has been created, it cannot be converted back into a simple path.

Slide22

Working with Gradient Meshes

Keep in mind that complex mesh objects are a memory drain and may affect your computer’s performance.

Also, it’s better to create a few simple mesh objects than a single complex one.

Slide23

Working with Gradient Meshes

You can apply opacity settings to any mesh point on a gradient mesh.

Reducing the opacity allows you to make any mesh point or patch on a gradient mesh increasingly transparent, thus adding the option to create even more complex visual effects.

Slide24

Working with Gradient Meshes

To affect opacity, select one or more points on the mesh, then drag the Opacity slider in the Transparency panel, Control panel or the Appearance panel.

Slide25

Working with Gradient Meshes

The ability to reduce the opacity on a single point or patch on the gradient mesh offers the powerful option of applying transparency effects to specific areas of the mesh without affecting other areas.

Slide26

Working with Gradient Meshes

The shape of the mesh is manipulated by direction lines

Slide27

Working with Envelopes

Envelopes are objects that are used to distort other selected objects.

The distorted objects take on the shape of the envelope object.

Slide28

Working with Envelopes

Object to be distorted

Object to be used as an envelope

Resulting envelope effect

An envelope created using a top object

Slide29

Working with Envelopes

You can make envelopes with objects that you create, or you can use a preset warp shape or a mesh object as an envelope.

You can use envelopes with:

Compound paths

Text objects

Meshes

Blends

Slide30

Working with Envelopes

You create an envelope by using the Envelope Distort command on the Object menu.

The Envelope Distort command offers you three options for creating an envelope:

Make with Warp

Make with Mesh

Make with Top Object

Slide31

Working with Envelopes

The top object is the topmost selected object.

Warps are:

15 premade shapes to use as your top object

especially useful when you don’t want to draw your own top object

Slide32

Working with Envelopes

An envelope created using a warp.

Slide33

Working with Envelopes

Meshes are the same as gradient meshes made with the Mesh tool.

Creating an envelope with a mesh allows you to apply a mesh to multiple objects, which is not the case when you create a mesh using the Create Gradient Mesh command or the Mesh tool.

Slide34

Working with Envelopes

Envelopes can be used to distort objects that have linear gradient fills or pattern fills, but you must first activate the option to do so.

Slide35

Creating Blends

A blend is a series of intermediate objects and colors between two or more selected objects.

If the selected objects differ in fill color, for example, the intermediate objects will be filled with intermediate colors.

Therefore, in a blend, both shapes and colors are “blended.”

Slide36

Creating Blends

In a blend, both shapes and colors are blended

Slide37

Creating Blends

Blends are created with either the:

Blend tool

or the Make Blend command

Slide38

Creating Blends

You can:

make blends between two open paths, such as two different lines

make blends between two closed paths, such as a square and a star

blend between objects filled with gradients

blend between blends

Slide39

Creating Blends

The fewer the number of steps in a blend, the more distinct each intermediary object will be.

At a greater number of steps, the intermediate objects become indistinguishable from one another, and the blend creates the illusion of being continuous or “smooth.”

Slide40

Creating Blends

In the Blend Options dialog box, select from the following options for specifying the number of steps within a blend.

Specified Steps: enter a value that determines the number of steps between the start and the end of the blend

Slide41

Creating Blends

Specified Distance: enter a value to determine the distance between the steps in the blend.

The distance is measured from the edge of one object to the corresponding edge on the next object

Slide42

Creating Blends

Smooth Color: Illustrator determines the number of steps for the blend, calculated to provide the minimum number of steps for a smooth color transition.

This is the default option, which poses a bit of a problem in that the minimum number of steps will not always give you the effect you desire.

Slide43

Creating Blends

Once a blend is created, you can change its appearance by making changes to one or more of the original objects.

You can affect the appearance of a blend by manipulating its spine

You can you replace its spine

Slide44

Creating Blends

Anchor point

added to the spine of a blend

Manipulating the blend’s spine changes the arc of the blend

Altering the spine alters the blend