The Mapping tab of the Decals PropertyManager controls the placement, size, and orientation of the decal and provides rendering capabilities.
Lollipop mapping is not supported. When opening legacy lollipop
decals, you are asked to remap the decal.
For assemblies only:
Apply changes at assembly
component level. Changes are applied to components only in the
assembly document.
Apply changes at part document
level. Changes are applied in the part document.
Select the geometry on which the decal is to be placed.
Select
Faces
Select
Surfaces
Select Bodies
Select
Features
Mapping type. Select a type from the list. Some options under Mapping and Size/Orientation vary depending on the type selected.
Spheres and cylinders are
recognized automatically.
Label. Also known as UV, maps decals onto model faces, including multiple contiguous non-planar surfaces, in a way that is analogous to placing an adhesive label on a real part, with no stretching or shrinking.
Projection. Maps all points onto a specified plane and then projects the decal onto the reference entity.
Spherical. Maps all points onto a sphere.
Cylindrical. Maps all points onto a cylinder.
The following options under Size/Orientation are the same for all mapping types.
You can select one or two of the following options.
Fixed aspect ratio
Fit width to selection
Fit height to selection
You can specify both of the following sizes if all the options above are cleared, or one size if one of the options above is selected.
Width
. Specify the decal width.
Height
. Specify
the decal height.
Aspect ratio (read only). Displays the current aspect ratio.
Rotation
. Type
a number, move the slider, or drag
in the graphics area
to specify the decal rotation angle.
Mirror horizontally. Flip the decal image horizontally.
Mirror vertically. Flip the decal image vertically.
Reset to Image. Returns the aspect ratio to the original aspect ratio of the decal image.
Render
. Renders
the graphics area.
Render Area
.
Drag a selection window in the graphics area to define the area of the
model to be rendered.
Update Preview. Render the view in the Preview Window.