Paint materials
Normal, Light, Water, Shiny, Sparkle, Glass: what a color is made of.
Every pixel you paint carries a material with its color: Normal paint, Light that glows, Water that shimmers, Shiny chrome, Sparkle that glints, or Glass that lets you see through. One material per pixel. Any tool can lay any of them down.
Arming a material
The Paint toolbar ends in Effects. Tap it to open Light, Water, Shiny, and Glass. Tap one to arm it on top of whatever tool you hold (pen, line, fill). The Effects button then wears the armed material’s name. In the Flat render style the list holds Light and Glass only.
In Fill , the material is the first switch on the form:
What each one does
- Normal is plain paint, lit by the world.
- Light glows. The face keeps its full color even in shadow, like a lamp, a screen, or glowing eyes. Painted light works in all three render styles .
- Water shimmers: a wet sheen moves over the paint. Puddles, eyes, a river painted onto a base.
- Shiny is chrome: bright highlights that slide as the camera moves. Armor, bumpers, a robot’s dome.
- Sparkle twinkles: everything painted in that color throws little star glints, on the fig and on every placed copy. A crown, a wand, fresh snow.
- Glass is see-through: the face turns to a pane with a soft sheen, and light through it lands soft. Windows, bottles, an aquarium wall.
The glow rule
Light marks what glows. It never repaints: the pixels keep their colors, and a stamped photo keeps every pixel. To take a material off, arm it and use the Eraser. The material comes off and the paint stays.
Materials in scenes
Light windows read as lit rooms at dusk, and painted lamps keep their glow under a night atmosphere . Materials ride along everywhere the paint goes: into the Camera and every saved skin .
Materials are per pixel, so one face can be half Normal brick and half Light window. Paint the glow exactly where the glow goes.
Walkthroughs that use this
No walkthroughs reference this tool yet.