Welcome to Graphics 3 online - our virtual commercial print shop. We're glad you're here! G-three.com was developed as both a comprehensive information resource as well as a convenient e-commerce hub. Here you can acquaint yourself with our company's history, it's mission and philosophy, and meet a few of the people who comprise it. You can quickly access our complete menu of printing. Decor Graphics, Stillwater, Pennsylvania. Apparel Imprinting: embroidery, silk screen, heat transfer, direct garment.
The Vector Graphics package provides an SVG importer as well as generic vector graphics APIs.
Requirements
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This Vector Graphics package version 1.0.0 is compatible with the following versions of the Unity Editor:2018.1 and later (recommended)
Known limitations
The SVG importer in this package implements a subset of the SVG 1.1 specification, with some limitations:
- Text elements are not yet supported (SVG 1.1 section 10)
- Per-pixel masking is not supported (SVG 1.1 section 14.4)
- Filter effects are not supported (SVG 1.1 section 15)
- Any interactivity feature are not supported (SVG 1.1 section 16)
- Animations are not supported (SVG 1.1 section 19)
SVG importer
This package provides an SVG importer that reads and interprets SVG documents and generates 2D sprites for use in Unity.
You import SVG files into the Unity Editor like any other assets. Either drop them directly into the Assets folder in the Projects window, or select
Assets > Import New Asset
from the menu bar. When imported, you can instantiate the resulting assets in the Hierarchy View or the Scene View.Property | Function |
---|---|
Pixels Per Unit | Number of SVG units that correspond to 1 scene unit. |
Tessellation Step Distance | Distance at which Unity generates triangles when tessellating the paths. A smaller step distance will result in smoother curves at the expense of more triangles. |
Gradient Resolution | Texture size used to store gradients. |
Pivot | Location of the pivot for the generated sprite. This follows the same convention as regular sprites, with an additional SVG Origin pivot value. When using SVG Origin, the pivot is the (0,0) position of the SVG document. |
You can provide tessellation settings in two ways: Basic or Advanced.
Basic tessellation
When using Basic, you only need to provide a Target Resolution and a Zoom Factor. Then the importer automatically configures the advanced settings to make sure your SVG document renders at a high enough tessellation for that resolution at that zoom factor.
Advanced tessellation
If you want full control over the tessellation of the SVG document, you can specify the following advanced settings:
Property | Function |
---|---|
Step Distance | Distance at which the importer generates vertices along the paths. Lower values result in a more dense tessellation. |
Sampling Steps | Number of samples the importer evaluates on paths. More samples may result in more precise curves, especially when the curves have sharp corners. |
Max Cord Deviation | Distance on the cord to a straight line between two points after which the importer generates more tessellation. |
Max Tangent Angle | Maximum tangent angle (in degrees) after which the importer generates tessellation. |
The importer subdivides curves for as long as every enabled constraint isn't satisfied.
The Sprite Editor is also available and works exactly the same way as regular sprite assets.
Vector Graphics API
The provided classes and methods enable you to work with vector data directly in code. The SVG importer uses these APIs internally to generate and tessellate the resulting sprites.
The Vector Graphics API is a set of simple classes and structures that holds the vector data together. This is accompanied by static methods to manipulate and transform this data.
At the core of the Vector Graphics package is the
Scene
class, which stores a graph of vector objects. Its Root
property is an instance of SceneNode
, which contains a list of drawable items, a list of child nodes, a transform and a clipper (see clipping).There are two main kind of drawable instances: paths and shapes.
Paths
Paths are drawables that are defined by a
BezierContour
. A BezierContour
contains a BezierPathSegment
array and a flag that indicates whether the contour is closed or not.The
BezierPathSegment
array defines a chain of cubic Bézier curves. The above segment specifies only the first point, P0
, and two control points, P1
and P2
. The Path
class uses the P0
value of the next segment in the array to complete the curve. So, you will always need at least two segments to define a valid BezierContour
. Using this approach allows the chaining of multiple segments and guarantees the continuity of the curve. For example, consider this path:You could construct this path like so:
When defining a
BezierContour
with Closed = true
, the contour's last path segment will be connected to the first path segment, and the last path segment's P1
and P2
values will be used as control points.Shapes
Just like paths, shapes are defined by a
BezierContour
, but they also provide a filling method:Several classes implement the
IFill
interface:SolidFill
for a simple colored fillingsTextureFill
for a texture fillingsGradientFill
for linear or radial gradient fillings
Gradients
Gradient fills are defined by a
Linear
or Radial
type and a series of colors/percentage pairs, called stops:Consider the following linear fill, as well as the
GradientFill
instance to generate it:The gradient addressing modes define how Unity displays the color when the gradient coordinates fall outside of the range, as illustrated here:
Fill Mode
![Graphics Graphics](https://insmac.org/uploads/posts/2017-09/1506326374_graphics_02.jpg)
The filling classes also provide a fill mode, which determines how holes are defined inside the shapes.
FillMode.NonZero
determines which points are inside a shape by intersecting the contour segments with an horizontal line. The direction of the contour determines whether the points are inside or outside the shape:FillMode.OddEven
also works by intersecting the segments with an horizontal line. Points inside the shape occur when an even number of segments is crossed, and points outside the shape occur when an odd number of segments is crossed:Clipping
The
SceneNode
Affinity designer beta 1 7 3 1. class has a clipper member which will clip the content of the node.In the above example, the repeating square shapes are clipped by an ellipse. In code, this can be done like so:
Note that only shapes can act as a clipper (the clipping process ignores any strokes defined in the clipper). The content being clipped can be any shapes and/or strokes.
Warning: The clipping process can be an expensive operation. Clipping simple shapes with a simple clipper may perform reasonably, but any complex shape and/or clipper may cause the frame rate to drop significantly.
Rendering vector graphics
To render vector graphics elements on screen, first get a tessellated (triangulated) version of the scene. When you have a VectorScene instance set up, you can tessellate it using the following
VectorUtils
method:Decor Graphics 3 3 13
The
TesselationOptions
are similar to the advanced importer settings:Note that
maxTanAngleDeviation
is specified in radians.To disable the
maxCordDeviation
constraint, set it to float.MaxValue
. To disable the maxTanAngleDeviation
constraint, set it to Mathf.PI/2.0f
. Disabling the constraints will make the tessellation faster, but may generate more vertices.The resulting list of
Geometry
objects contains all the vertices and accompanying information required to render the scene properly.Textures and gradients atlases
If the scene has any textures or gradients, you will have to generate a texture atlas and fill the UVs of the geometry. These methods are part of the
VectorUtils
class:The
GenerateAtlas
method is an expensive operation, so cache the resulting Texture2D object whenever possible. You only need to regenerate the atlas when a texture or gradient changes inside the scene.Dreamweaver cc 2014 – build world class websites and applications. When vertices change inside the geometry, call the
FillUVs
method, which is cheap.Drawing a tessellated sceneYou can render the geometry in several ways. For example:![Decor Decor](https://i.pinimg.com/originals/bf/76/be/bf76bea4c96609e661a521a898209151.jpg)
- Filling a
Mesh
asset - Building a
Sprite
asset - Using Unity's low level graphics library
For any of these methods, use the provided materials to draw the tessellated vector graphics content. If the scene contains textures or gradients, use the following material:
Otherwise, you can use:
To fill a mesh asset, use the following
VectorUtils
method:To build a sprite asset, use the following
VectorUtils
method:To render a sprite to a
Texture2D
, use the following VectorUtils
method:To render the generated sprite using immediate mode
GL
commands, use the RenderSprite
method in the VectorUtils
class to draw the sprite into a unit square (a box between 0 and 1 in both X and Y directions):Document Revision History
Date | Reason |
---|---|
Sept 24, 2018 | Matches Vector Graphics 1.0.0-preview.19 |
May 2, 2018 | Matches Vector Graphics 1.0.0-preview.7 |
Mar 20, 2018 | Updated public APIs documentation. Matches Vector Graphics version 1.0.3-experimental. |
Feb 01, 2018 | Document created. Matches Vector Graphics version 1.0.2-experimental. |
Frequently Asked Questions
Return & Exchanges
Decor Graphics 3 3 18
Orders must be purchased before any artwork is started or the product is shipped. Infinite Graphics will send our customer a proof of custom ordered artwork before it is printed for approval when necessary. Expeditions conquistador 1 0. Do to the nature of our products and specific instructions, our products ARE NOT returnable or exchangeable. ONLY if the package AND product are damaged in shipping is exchanging possible. Return it immediately to your local USPS. To receive a replacement product, photos of both the original package and product must be provided by the customer and returned to Infinite Graphics. After Infinite Graphics has received the original, a replacement product will be shipped to the customer. There are no exceptions to this policy.
Sizing details
All sizes are approximate dimensions. Photo sizes are listed by height and width in inches unless otherwise noted in the listing.
Decals that only give height or width are listed by the largest side of the product. The other dimension will be how ever many inches keep the image in proportion.
Decals that only give height or width are listed by the largest side of the product. The other dimension will be how ever many inches keep the image in proportion.
3M Product Info
Decals:
3M 40C 10R Control Tac Vinyl
Vinyl Graphics DO NOT adhere to all surfaces. Infinite Graphics DOES NOT guarantee adhesion. Apply at YOUR OWN risk.
https://www.3m.com/3M/en_US/company-us/all-3m-products/~/3M-Controltac-Print-Film-40C/?N=5002385+3293392846&rt=rud
Applications Instructions are included in each individual listing.
3M 40C 10R Control Tac Vinyl
Vinyl Graphics DO NOT adhere to all surfaces. Infinite Graphics DOES NOT guarantee adhesion. Apply at YOUR OWN risk.
https://www.3m.com/3M/en_US/company-us/all-3m-products/~/3M-Controltac-Print-Film-40C/?N=5002385+3293392846&rt=rud
Applications Instructions are included in each individual listing.
Packaging
Photographs are drop shipped from our vendor in cardboard envelopes or boxes depending on photograph size.
Decals are rolled and shipped with an application squeegee in cardboard tubes or boxes with application instructions. Instructions can also be found in our 'Care Instructions' section.
Banners are also rolled and shipped in cardboard boxes or tubes.
Most items are shipped USPS Priority Mail unless other wise indicated or requested. Products can not be shipped over night. All products take 24-36 to properly dry.
Other products will be packaged and shipped by my discretion.
Decals are rolled and shipped with an application squeegee in cardboard tubes or boxes with application instructions. Instructions can also be found in our 'Care Instructions' section.
Banners are also rolled and shipped in cardboard boxes or tubes.
Most items are shipped USPS Priority Mail unless other wise indicated or requested. Products can not be shipped over night. All products take 24-36 to properly dry.
Other products will be packaged and shipped by my discretion.
Wholesale availability
Wall Decal Wholesale prices (10% discount) apply when purchasing 10 or more of the same item.
Decals smaller than 10' are discounted after the purchase of 100 of the same design.
Please request a custom order. A reserved listing will then be created for you including the discount.
Decals smaller than 10' are discounted after the purchase of 100 of the same design.
Please request a custom order. A reserved listing will then be created for you including the discount.
Custom and Personalized Vinyl Graphics
Decor Graphics 3 3 1/2
Simply request a custom order. Explain what you are looking for. I may respond with a few questions to further the process. Custom orders must be purchased before artwork is provided. Infinite Graphics will send a proof of the art work before it is printed for your approval. Customer can receive up to 3 proofs. More than 3 will add additional fees. Custom and Personalized orders ARE NOT returnable or exchangeable. If the package AND product are damaged in shipping you can receive a replacement product. Photos of both the original package and product must be provided by the customer and returned to Infinite Graphics for insurance purposes. After Infinite Graphics has received the original, a replacement product will be shipped sent.