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Real-Draw
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Photo-Brush
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UltraSnap
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3D Lights and Properties

In the previous Bitmap Editing section we began showing the basics of creating painted images.
Now it's time to show you how to create rendered-like graphics.

The first thing that sets Real-DRAW apart is the ability to add an unlimited number of lights to any object (yes, including drawings and bitmaps).

The lights are realistic lights, simulating real life. You can choose from spot, point and distant type of lights, and of course, you can combine them in any way.

Lights are responsible for realistic reflections - which again sets Real-DRAW apart from any other vector editor. Creating various metals and metallic reflections is as easy as setting a few properties and lights.

It is amazingly easy to create this scene - there are exactly 3 objects, each with various texture and light parameters. Lights can also be used to make less reflective or plastic materials. You just set the Reflective properties of any object and Real-DRAW will do the rest. There are hundreds of other things you can do with lights - like creating a sun on the image above.

3D lights can move your image into a different world where you set the rules.
You have other options to give the vector drawing a 3D look - such as extrude or various motion blur effects.

Special Visual Effects


You may be surprised that visual effects such as sparkles or lens-flare can be simply added and edited as normal objects.

The Lens Flare effect on the left is one of many non-destructive (always editable) Real-DRAW PRO effects. You simply draw an object and set the Effect properties to Lens Flare. That's all - and you can still move it around, resize it, send to different layers, change the intensity or simply delete it - any time you wish.


The image on the left is again a vector drawing where most of the objects benefit from having added lights.

But with Real-DRAW the lights and material are the property of the object - if you resize the object the lights resize with it and the object lighting remains constant.

Next: Illustration

 
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