CorelDRAW X7 Pages 3
CorelDRAW X7 Pages 3
3 In the Step and repeat docker, type a value in the Number of copies box, and click Apply.
To Do the following
Distribute copies of objects horizontally In the Vertical settings area, choose No offset from the Mode list
box. In the Horizontal settings area, choose Spacing between
objects from the Mode list box. To specify the spacing between
object copies, type a value in the Distance box. To place the object
copies to the right or left of the original, choose Right or Left from
the Direction list box.
Distribute copies of objects vertically In the Horizontal settings area, choose No offset from the Mode
list box. In the Vertical settings area, choose Spacing between
objects from the Mode list box. To specify the spacing between
copies of objects, type a value in the Distance box. To place the
copies above or below the original, choose Up or Down from the
Direction list box.
Offset all copies of objects by a specified distance In the Horizontal settings and Vertical settings areas, choose
Offset from the Mode list box, and type values in the Distance
boxes.
You can access the Step and repeat docker by pressing Ctrl+Shift+D.
Place a copy of an object on top of the original Press the plus sign (+) on the numeric keypad.
Create a single copy by using a mouse or stylus. While moving, rotating, or transforming the object, right-click and
then release both mouse buttons.
You can clear a transformation by selecting an object and clicking Object Transformations Clear transformations.
To delete an object
1 Select an object.
2 Click Edit Delete.
To retrieve a deleted object, you must use the Undo command. For more information, see “Undoing, redoing, and repeating actions”
on page 38.
For more information about creating objects from enclosed areas, see “Applying fills to areas” on page 277.
The Smart fill tool is used to enclose the areas created by the two spiral objects (left), so that new objects are created from
the enclosed areas. In this example, the original spiral objects are deleted (right), and the newly created objects remain.
The boundary is created by a closed path that follows the shape of the selected objects. The default fill and outline properties apply to the
object created by the boundary.
You can type coordinate values to specify the exact position, dimensions, and angle of rotation of an object. You can also set object
attributes interactively by dragging in the drawing window.
To draw a rectangle with precision, you can specify an origin point, which is one of nine points in the rectangle (four corner points, four
midpoints, and one center point). If you rotate the rectangle, the origin point is used as the center of rotation. You can also specify the angle
of rotation, and the width and height of a rectangle.
If the angle of rotation is 0, you can specify the position of the lower-left and upper-right corners of the rectangle.
To draw a square, you can specify the origin point, the length of a side, and an angle of rotation.
Left: The origin point of a rectangle appears as a blue node in the live preview.
You can select the center point, or any corner or midpoint, as the origin point.
To draw an ellipse with precision, you can specify an origin point, which is one of nine points in the bounding box that can be drawn around
the ellipse. The origin point is used as the center of rotation.
To draw a circle, you can specify the origin point, diameter, and angle of rotation.
You can specify the width and height of the bounding box that can be drawn around an ellipse.
Drawing polygons
To draw a polygon, you can specify the number of sides, the angle of rotation, or the center and diameters of the bounding ellipse that can
be drawn around the polygon. The center of the bounding ellipse, also known as the “polygon center,” is used as the center of rotation.
You can also draw regular polygons with precision. All sides of a regular polygon are of equal length. You can specify the side length and
angle of rotation, or the center and diameter of the bounding circle that can be drawn around the regular polygon.
You can specify the diameters of the bounding ellipse that can be drawn around the polygon.
Drawing lines
You can draw a straight line by using one of two methods. With the first method, you specify the start point and endpoint of the line. With
the second method, you specify the start point and length of the line, plus an angle of rotation.
You can create complex lines by specifying the coordinates of multiple points. You can delete points, and you can modify the coordinates of
existing points. After adding all the points you want, you can close the curved line by connecting its start point to its endpoint.
You can use the Object coordinates docker to modify existing objects with precision. Note that when you modify an existing object, it is
replaced with a new object. As a result, the following transformations and effects applied to the original objects are lost: envelope effects,
rotations, and skew effects. In addition, any changes that were previously applied to the nodes on a polygon are lost.
Draw a rectangle by specifying the exact position of its lower-left In the Boundingbox area, type values in the x and y boxes.
and upper-right corners
The first pair of boxes controls the position of the lower-left corner.
The second pair of boxes controls the position of the upper-right
corner.
Set the lower-left and upper-right corners of a rectangle directly in In the Bounding box area, click the Set lower-left corner
the drawing window interactively button or the Set upper-right corner interactively
button , and click in the drawing window.
Set the origin point directly in the drawing window Click the Set origin point interactively button , and click in the
drawing window.
Specify the dimensions of the rectangle directly in the drawing Click either of the Set dimensions interactively buttons , and
window
drag in the drawing window.
Set the angle of rotation directly in the drawing window Click the Set angle interactively button , and drag in the
drawing window.
Set the origin point directly in the drawing window Click the Set origin point interactively button , and click in the
drawing window.
Specify the length of a square side directly in the drawing window Click the Set dimensions interactively button , and drag in the
drawing window.
Set the angle of rotation directly in the drawing window Click the Set angle interactively button , and drag in the
drawing window.
Draw an ellipse by specifying the lower-left and upper-right corners In the Bounding box area, type values in the x and y boxes.
of the bounding box around an ellipse
The first pair of boxes controls the position of the lower-left
corner of the bounding box. The second pair of boxes controls the
position of the upper-right corner of the bounding box.
Set the lower-left and upper-right corners of an ellipse’s bounding In the Bounding box area, click the Set lower-left corner
box directly in the drawing window interactively or Set upper-right corner interactively button ,
and click in the drawing window.
Set the origin point directly in the drawing window Click the Set origin point interactively button , and click in the
drawing window.
Specify the dimensions of the ellipse directly in the drawing Click either of the Set diameter interactively buttons , and
window
drag in the drawing window.
Set the angle of rotation directly in the drawing window Click the Set angle interactively button , and drag in the
drawing window.
Set the origin point directly in the drawing window Click the Set origin point interactively button , and click in the
drawing window.
Specify the diameter of a circle directly in the drawing window Click the Set diameter interactively button , and drag in the
drawing window.
Set the angle of rotation directly in the drawing window Click the Set angle interactively button , and drag in the
drawing window.
Set the angle of rotation directly in the drawing window Click the Set angle interactively button , and drag in the
drawing window.
Set the polygon center directly in the drawing window Click the Set polygon center interactively button , and click in
the drawing window.
Specify the diameters of the bounding ellipse directly in the Click either of the Set diameter interactively buttons , and
drawing window
drag in the drawing window.
Set the side length directly in the drawing window Click the Set dimensions interactively button , and drag in the
drawing window.
Set the angle of rotation directly in the drawing window Click the Set angle interactively button , and drag in the
drawing window.
Set the polygon center directly in the drawing window Click the Set polygon center interactively button , and click in
the drawing window.
Specify the diameter of the bounding circle directly in the drawing Click the Set diameter interactively button , and drag in the
window
drawing window.
Draw a straight line by specifying its start point, length, and angle In the Points area, type values in the Start pointx and y boxes. In
of rotation the Object size area, type a value in the Line length box. Then,
type a value in the Angle of rotation box.
Set the start point or endpoint of a line directly in the drawing In the Points area, click one of the Set point interactively buttons
window , and click in the drawing window.
Set the line length directly in the drawing window In the Object size area, click the Set line length interactively
button , and drag in the drawing window.
Set the angle of rotation directly in the drawing window In the Object size area, click the Set angle interactively button
, and drag in the drawing window.
Specify the position of a point directly in the drawing window Click a point in the Object coordinates docker. Click the Set point
interactively button , and click in the drawing window.
Delete a point Click a point in the Object coordinates docker, and click the Delete
point button .
Connect the start point with the endpoint of a line Click the Auto-close/open curve button .
• To navigate through the X and Y boxes of the available points, select a box and press Tab repeatedly.
• To navigate backward through the X or Y boxes of the available points, select a box and press Shift + Tab repeatedly.
• To activate the Set point interactively button, double-click a point in the docker.
Options that are enabled in the Transformations and Effects flyouts on the property bar are also applied when you copy properties.
You can also copy fill or outline properties, or both, by right-clicking an object with the Pick tool , dragging over another object,
releasing the mouse button, and choosing Copy fill here, Copy outline here, or Copy all properties.
Options that are enabled in the Properties and Effects flyouts on the property bar are also applied when you copy properties.
Options that are enabled in the Properties and Transformations flyouts on the property bar are also applied when you copy
properties.
Cloning objects
When you clone an object, you create a copy of an object that is linked to the original. Any changes you make to the original object are
reflected automatically in the clone. Changes you make to the clone are not automatically reflected in the original, however. You can remove
changes made to the clone by reverting to the original.
Cloning lets you modify multiple copies of an object simultaneously by changing the master object. This type of modification is especially
useful if you want the clone and master objects to differ by certain properties, such as fill and outline color, but want the master object to
control other properties, such as shape.
If you simply want to use the same object in a drawing multiple times, consider using symbols, instead of clones, to keep the file size
manageable. For more information about symbols, see “Working with symbols” on page 231.
To clone an object
1 Select an object.
2 Click Edit Clone.
You can also
Select the master object of a clone Right-click the clone, and click Select master.
Select the clone objects of a master Right-click the master, and click Select clones.
You can clone a master object multiple times, but you cannot clone a clone.
Only the clone properties that are different from the master object are available in the Revert to master dialog box.
Positioning objects
You can position objects by dragging them to a new location, by nudging, or by specifying their horizontal and vertical coordinates.
Nudging lets you move an object in increments by pressing the Arrow keys. The increment value is known as “nudge distance.” Micro-
nudging lets you move an object by a fraction of the nudge distance. Super-nudging lets you move an object by a multiple of the nudge
distance. By default, you can nudge objects in 0.1-inch increments, but you can change this increment value to suit your needs. You can
also change micro-nudge and super-nudge values.
To position an object, you can set horizontal and vertical coordinates that are relative to the center anchor point, or other anchor point, of
the object.
You can also move an object to another page. For more information, see “To move an object to another page” on page 448.
You can move an object to another page by dragging the object over a page number tab at the bottom of the document window
and then dragging the object into the document window.
To nudge an object
To Do the following
Nudge a selected object by a fraction of the nudge distance (micro- Hold down Ctrl, and press an Arrow key.
nudge)
Nudge a selected object by a multiple of the nudge distance (super- Hold down Shift, and press an Arrow key.
nudge)
To save the new nudge distances to use in new drawings, click Tools Save settings as default.
The object origin, also known as “anchor point” or “reference point,” can be the center of an object or any one of the object’s
selection handles. The object origin remains stationary when an object is positioned by typing values in the x and y boxes on the
property bar.
By default, the point of origin (0,0) is at the lower-left corner of the drawing page.
When you enable the Relative position check box on the Transformation docker, the position of the center anchor point is identified
as 0,0 in the H and V boxes. When you specify a different position in the H and V boxes, the values represent a change from the
current position as measured from the center anchor point of the object.
You can align multiple objects horizontally or vertically with the center of the drawing page. Single or multiple objects can also be arranged
along the edge of the page and to the nearest point on a grid. You can also align objects with a reference point by specifying its exact x and
y coordinates.
Distributing objects automatically adds spacing between them based on their width, height, and center points. You can distribute objects so
that their center points or selected edges (for example, top or right) appear at equal intervals. You can also distribute objects so that there
is equal space between them. You can distribute objects over the extent of the bounding box surrounding them or over the entire drawing
page.
To align objects
1 Select the objects.
2 Click Object Align and distribute Align and distribute.
3 In the Align area of the docker, click one of the following buttons to use an object edge or center for aligning.
• Align left — to align the left edges of objects
• Align center horizontally — to align object centers along a vertical axis
• Align right — to align the right edges of objects
• Align top — to align the top edges of objects
• Align center vertically — to align object centers along a horizontal axis
• Align bottom — to align the bottom edges of objects
To Do the following
Align an object with a specific object Click the Active objects button .
If you select the objects one at a time, the last object selected is the
reference point for aligning the other objects. If you marquee select
the objects, the object that is positioned in the upper-left corner of
the selection is used as a reference point.
Align an object with the page edge Click the Page edge button .
Align an object with the page center Click the Page center button .
To align the center of the object with the page center, make sure
that the Align center horizontally button and Align center
Align an object with the closest grid line Click the Grid button .
Align an object with a specified point Click the Specified point button , and type values in the
Specify coordinates boxes.
Set an alignment option for text objects In the Text area, choose one of the following options:
• First line baseline — aligns text by the baseline of the first
line
• Last line baseline — aligns text by the baseline of the last
line
• Bounding box — aligns text by its bounding box
You can also align objects with another object quickly, without using the Align and distribute docker, by clicking Object Align
and distribute and clicking any of the first six alignment commands. The letter next to a command name indicates the keyboard
shortcut that you can use to align objects. For example, the letter L next to the Align left command shows that you can press L to
align objects with the leftmost point of the object that is used as a reference point.
You can also align all objects with the page center, vertically and horizontally, by pressing P.
To distribute objects
1 Select the objects.
2 Click Object Align and distribute Align and distribute.
3 To distribute objects horizontally, click one of the following buttons:
• Distribute left — evenly spaces the left edges of the objects
• Distribute center horizontally — evenly spaces the center points of the objects along a horizontal axis
• Distribute right — evenly spaces the right edges of the objects
• Distribute space horizontally — places equal intervals between the objects along a horizontal axis
4 To distribute objects vertically, click one of the following buttons:
• Distribute top — evenly spaces the top edges of the objects
• Distribute center vertically — evenly spaces the center points of the objects along a vertical axis
• Distribute bottom — evenly spaces the bottom edges of the objects
• Distribute space vertically — places equal intervals between the objects along a vertical axis
5 To choose the area over which the objects are distributed, click one of the following buttons in the Distribute objects to area:
• Extent of selection — distributes the objects over the area of the bounding box surrounding them
• Extent of page — distributes the objects over the drawing page
The Pixel view of a square (left) with a 1-pixel line width that was created without
object hinting. A copy of the square (right) displayed with object hinting applied.
Snapping objects
When you move or draw an object, you can snap it to another object in a drawing. You can snap an object to various snap points on the
target object. When you move the pointer close to a snap point, the snap point becomes highlighted, which identifies it as the pointer’s
snapping target.
You can snap objects to other objects, to page elements (such as the center of the page), to the document grid, pixel grid, baseline grid, or
the guidelines.
The pointer was snapped to an end node of the leaf (top), and then
the leaf was dragged to snap to the end node of the branch (bottom).
Snapping modes determine which snap points you can use in an object. The table below includes descriptions of all available snapping
modes.
You can choose a number of snapping options. For example, you can disable some or all snapping modes to make the application run faster.
You can also set a snapping threshold, which specifies the distance from the pointer at which a snap point becomes active. You can also turn
snapping on and off.
Enable snapping objects to page elements (edges, edge midpoints, Click View Snap to Page.
and page center)
Enable snapping objects to the pixel grid Click View Snap to Pixels.
This option is available only when pixel view is enabled. For more
information, see “Choosing viewing modes” on page 42.
Enable snapping objects to the document grid Click View Snap to Document grid.
Enable snapping objects to the baseline grid Click View Snap to Baseline grid.
A check mark next to the snap command indicates that snapping is turned on.
You can also press Alt + Z to toggle snapping to objects on and off, or press Ctrl + Y to toggle snapping to the document grid on
and off.
To snap objects
1 Select the object that you want to snap to the target object.
2 Move the pointer over the object until the snap point becomes highlighted.
3 Drag the object close to the target object until the snap point on the target object becomes highlighted.
To snap an object as you draw it, drag in the drawing window until the snap point in the target object becomes highlighted.
Display or hide snapping mode indicators Enable or disable the Show snap location marks check box.
Display or hide screen tips Enable or disable the Screen tip check box.
As you drag an object along a dynamic guide, you can view the distance of the object from the snap point that was used to create the
dynamic guide, which helps you position the object precisely. You can use dynamic guides to place objects in relation to other objects as you
draw them. You can also display intersecting dynamic guides and then place an object at the intersection.
A dynamic guide was pulled from a node in the object on the left. The screen tip next to the node displays the angle of the
dynamic guide (0º)and the distance between the node and the pointer (1.5 inches.) The object on the right was dragged along
the dynamic guide and positioned precisely 1.5 inches away from the node that was used to generate the dynamic guide.
Dynamic guides contain invisible divisions, called ticks, to which your pointer gravitates. Ticks let you move objects with precision along a
dynamic guide. You can adjust tick spacing to suit your needs, and you can disable snapping to ticks. You can set other options for dynamic
guides. For example, you can choose to display dynamic guides at one or more preset angles, or at custom angles that you specify. You can
preview the angle settings. You can also customize the color and line style of dynamic guides. When you no longer need a dynamic guide at
a certain angle, you can delete the angle settings. You can also display dynamic guides that are extensions of line segments.
A check mark beside the Dynamic guides command indicates that dynamic guides are enabled.
You can toggle dynamic guides on and off by pressing Shift + Alt + D.
The snap points that you point to are registered in a queue and are used to create dynamic guides.
The eligible snap points — the node, center, quadrant, and text baseline snap points — appear only when the corresponding
snapping modes are activated. For more information about snap points and snapping modes, see “Snapping objects” on page
199.
To avoid displaying too many dynamic guides, you can clear the queue of points at any time by clicking in the drawing window or
pressing Esc.
You can use the snap points you registered to display intersecting dynamic guides. To do this, display a dynamic guide, and then
move the pointer along the dynamic guide to where an intersecting dynamic guide would appear from a registered snap point.
The eligible snap points — the node, center, quadrant, and text baseline snap points — appear only when the corresponding
snapping modes are activated. For more information about snap points and snapping modes, see “Snapping objects” on page
199.
The eligible snap points — the node, center, quadrant, and text baseline snap points — appear only when the corresponding
snapping modes are activated. For more information about snap points and snapping modes, see “Snapping objects” on page
199.
In the following example, intersecting dynamic guides are used to position an ellipse.
First, the ellipse was dragged by its center snap point (left) to the edge of
the other carton, and then to the right to display a dynamic guide (right).
Next, the ellipse was dragged to the edge of the carton, and then down to display another dynamic
guide (left). Finally, the ellipse was positioned at the intersection of the dynamic guides (right).
The eligible snap points — the node, center, quadrant, and text baseline snap points — appear only when the corresponding
snapping modes are activated. For more information about snap points and snapping modes, see “Snapping objects” on page
199.
To Do the following
Enable or disable dynamic guides Enable or disable the check box in the top-right corner of the
Dynamic guides section of the docker.
Change the line style of dynamic guides Open the Line style picker, and choose a line style.
Change the color of dynamic guides Open the Line color picker, and choose a color.
Display or hide the angle of dynamic guides and the distance from Click the Display screen tips button .
the snap point used to create the dynamic guide
Display dynamic guides that are extensions of line segments Click the Extend along segment button .
Snap to specified invisible divisions along the dynamic guide Click the Snap to tick spacing button , and type a value in the
Tick spacing box.
Choose the angles at which to display the dynamic guides Enable or disable the angle check boxes.
Add a custom dynamic guide angle Type a value in the Custom angle box, and click the Add custom
angle button .
Delete a dynamic guide angle Select a dynamic guide in the list, and click the Delete custom
angle button .
Display dynamic guides at all available angles Click the Select all button .
Disable dynamic guides at all available angles Click the Deselect all button .
Alignment guides help you align the center of an object with the center of another object (center to center) or the edge of an object with
the edge of another object (edge to edge). In addition, you can align the edge of an object with the center of another object (edge to
center).
If you want to align an object at a set distance from the edge of another object, you can set margins for the alignment guides. After you
specify the margins, you can choose how the edge guides appear: they can follow either the margins, or both the margins and the edges of
the object.
Margin alignment guides let you use offset margins, inset margins, or both. There are separate controls for horizontal and vertical margin
alignment guides, so you can modify settings for one without affecting the other.
Alignment guides are turned off by default. You can easily enable or disable alignment guides, or modify their default settings, including
the color and line style. You can choose whether alignment guides appear for individual objects in a group, or for the bounding box of the
group as a whole.
The Intelligent Spacing feature lets you precisely arrange and position an object in relation to other onscreen objects, and the Intelligent
Dimensioning feature lets you intuitively scale and rotate an object in relation to other onscreen objects.
A check mark beside the Alignment guides command indicates that alignment guides are enabled.
You can also enable or disable alignment guides by clicking the Alignment guides button on the Layout toolbar. To open the Layout
toolbar, click Window Toolbars Layout.
To Do the following
Enable or disable alignment guides Enable or disable the check box in the top-right corner of the
Alignment guides section.
Change the color of alignment guides Open the Line color picker, and choose a color.
Change the line style of alignment guides Open the Line style picker, and choose a line style.
Set guides to align the edge of an object with the edge of another Click the Object edges button .
object
Set guides to align the edge of an object with the center of another Click the Object centers button .
object
Set guides to align to individual objects in a group Click the Individual objects in a group button .
Distribute objects using the same spacing as the closest onscreen Ensure that the Intelligent spacing button is enabled, and
objects
drag the object until indicator arrows appear.
Position an object equidistantly between two other objects Ensure that the Intelligent spacing button is enabled, and drag the
object between two other objects until indicator arrows appear.
Scale objects to the same dimensions as other onscreen objects Ensure that the Intelligent dimensioning button is enabled,
and scale the object until indicator arrows appear.
Rotate objects to the same angle as other rotated onscreen objects Ensure that the Intelligent dimensioning button is enabled, and
rotate the object until rotation indicators appear.
You can access most alignment guide controls on the Layout toolbar by clicking the Layout toolbar button .
To Do the following
Add margin alignment guides Enable the Margins check box. If the Margins check box is not
displayed, click the arrow button located at the bottom of the
Alignment guides section.
Change the line color of margins Open the Margin line color picker, and choose a color.
Change the line style of margins Open the Margin line style picker, and choose a line style.
Set horizontal margins Type a value in the Horizontal margin box, click the Horizontal
margin button, and choose one of the following options:
• Offset horizontally — creates a margin of the specified
distance around an object
• Inset horizontally — creates a margin of the specified
distance within an object
• Offset and inset horizontally — creates margins of the
specified distance around and within an object
Set vertical margins Type a value in the Vertical margin box, click the Vertical margin
button, and choose one of the following options:
• Offset vertically — creates a margin of the specified distance
around an object
• Inset vertically — creates a margin of the specified distance
within an object
• Offset and inset vertically — creates a margin of the
specified distance around and within an object
Lock the ratio between vertical and horizontal margins Click the Lock ratio button
View only margin alignment guides Disable the Object edges button , the Object centers button
, the Intelligent spacing button , and the Intelligent
dimensioning button .
Disable horizontal margins Click the Horizontal margin button, and choose No horizontal
margin .
Disable vertical margins Click the Vertical margin button, and choose No vertical
margin .
The four objects (left) are ordered from top to bottom to create the final image (right).
An object cannot be moved to a locked (non-editable) layer; instead, it is moved to the closest editable layer. For example, when you
apply the To front of page command, and the topmost layer is locked, the object is moved to the topmost editable layer. Any objects
on the locked layer remain in front of the object.
By default, all objects on the master page appear on top of the objects on other pages. For information about reordering content on
master page layers, see “To move a layer” on page 229.
An Order command is unavailable if the selected object is already positioned in the specified stacking order. For example, the To front
of page command is unavailable if the object is already in front of all the other objects on the page.
To size an object
To Do the following
Set a precise size Type values in the Object size boxes on the property bar.
Size a selected object from its center Hold down Shift, and drag one of the corner selection handles.
Size a selected object to a multiple of its original size Hold down Ctrl, and drag one of the corner selection handles.
Stretch and size a selected object simultaneously Hold down Alt, and drag one of the corner selection handles.
The anchor point of an object, also known as “object origin,” remains stationary when you resize the object by typing values in the
Object size boxes on the property bar. If you want to change the object origin, click a point on the Object origin button on the
property bar.
You can also size an object by clicking Object Transformations Size and then typing values in the Transformation docker.
To scale an object
1 Select an object.
2 In the toolbox, click the Free transform tool .
3 Click the Free scale button on the property bar.
If you want to change the object origin, click a point on the Object origin button on the property bar.
4 Type a percentage by which you want to scale the object in the Scale factor boxes on the property bar.
Apply the scaling according to the object’s position rather than the Click the Relative to object button on the property bar.
x and y coordinates
Scale an object using the Transformation docker Click Window Dockers Transformations Scale and mirror.
Leave the original object unchanged and apply the transformation Click the Apply to duplicate button on the property bar, or type a
to a copy number in the Copies box in the Transformation docker.
You can also scale an object by using the Transform toolbar. To open the toolbar, click Window Toolbars Transform.
Mirroring an object flips it from left to right or top to bottom. By default, the mirror anchor point is in the center of the object.
To rotate an object
1 Select an object.
2 In the toolbox, click the Free transform tool .
3 Click the Free rotation button on the property bar.
Apply the rotation according to the object’s position rather than Click the Relative to object button on the property bar.
the x and y coordinates
Use rotation handles to rotate an object Using the Pick tool, click the object twice to display the rotation
handles. Drag a rotation handle clockwise or counterclockwise.
Rotate an object using the Transformation docker Click Window Dockers Transformations Rotate.
You can also view and set the relative center of an object by clicking the object to display the rotation handles and dragging the
relative center handle (circle with a dot in the middle) to a new position.
You can set the relative center of an object to its original position by enabling the Relative center check box in the Transformation
docker and clicking the center option in the area below the check box.
You can also rotate an object by using the Transform toolbar. To open the toolbar, click Window Toolbars Transform.
To mirror an object
1 Select an object.
2 Click Window Dockers Transformations Scale and mirror.
3 In the Transformation docker, click one of the following buttons:
• Horizontal mirror — lets you flip the object from left to right
• Vertical mirror — lets you flip the object from top to bottom
If you want to flip the object on a specific anchor point, enable the check box that corresponds to the anchor point you want to set.
4 Click Apply.
You can also mirror a selected object by holding down Ctrl and dragging a selection handle to the opposite side of the object.
You can also mirror a selected object by clicking the Mirror horizontally or the Mirror vertically button on the property bar.
If objects have outline, fill, or other styles applied to them, style indicators appear beside the property in the Object properties docker. You
can hide the style indicators to save space.
To Do the following
Display the object properties that you want to modify Click the corresponding button at the top of the docker.
Switch between Scroll and Tab mode Click the Scroll/Tabmode button.
Display or hide the style indicators Click the Style indicator button.
Grouping objects
When you group two or more objects, they are treated as a single unit but retain their individual attributes. Grouping lets you apply the
same formatting, properties, and other changes to all the objects within the group at the same time. In addition, grouping helps prevent
accidental changes to the position of an object in relation to other objects. You can also create nested groups by grouping together existing
groups.
You can add objects to or remove objects from a group, and you can delete objects that are members of a group. You can also edit a single
object in a group without ungrouping the objects. If you want to edit multiple objects in a group at the same time, you must first ungroup
the objects. If a group contains nested groups, you can ungroup all objects in the nested groups simultaneously.
To group objects
1 Select the objects.
2 Click Object Group Group objects.
You can select objects from different layers and group them; however, after objects are grouped, they reside on the same layer and
are stacked on top of one another.
You can also group objects by clicking the Group button on the property bar.
If the Object manager docker is not open, click Window Dockers Object manager.
If the Object manager docker is not open, click Window Dockers Object manager.
To delete an object in a group, select the object in the object list, and click Edit Delete.
You can also select an object in a group by clicking the object in the Object manager docker. If the Object manager docker is not
open, click Window Dockers Object manager.
To ungroup objects
1 Select one or more groups.
2 Click Object Group, and click one of the following commands:
• Ungroup objects — breaks a group into individual objects, or a nested group into multiple groups
• Ungroup all objects — breaks one or more groups into individual objects, including objects within nested groups
Choosing Ungroup all objects also ungroups all nested groups. To preserve nested groups, select Ungroup objects.
You can also ungroup objects by clicking the Ungroup button on the property bar.
You can also ungroup all nested groups within a group by clicking the Ungroup all button on the property bar.
Combining objects
Combining two or more objects creates a single object with common fill and outline attributes. You can combine rectangles, ellipses,
polygons, stars, spirals, graphs, or text so that they are converted to a single curve object. If you need to modify the attributes of an object
that has been combined from separate objects, you can break apart the combined object. You can extract a subpath from a combined object
The two objects (left) are combined to create a single object (right). The
new object has the fill and outline properties of the last object selected.
To combine objects
1 Select the objects to be combined.
2 Click Object Combine.
You can also combine selected objects by clicking the Combine button on the property bar.
You can close open lines in a combined object by clicking Object Join curves and choosing settings in the Join curves docker.
If you break apart a combined object that contains artistic text, the text breaks apart into lines first, and then into words. Paragraph
text breaks into separate paragraphs.
After you extract the subpath, the fill and outline properties of the path are removed from the combined object.
To lock an object
• Select an object, and click Object Lock Lock object.
You cannot lock linked objects, such as blends, contours, or text inside an object. You also cannot lock objects within groups or linked
groups.
You can also lock an object by right-clicking it and then clicking Lock object.
To unlock objects
1 Select a locked object or group of objects.
2 Click Object Lock, and then click one of the following:
• Unlock object
• Unlock all objects
You can also unlock an object by right-clicking it and then clicking Unlock object.
Using search criteria that you specify, the Find wizard guides you step-by-step when you need to find and select objects in a drawing. The
search criteria can include object type and its related properties, fill and outline properties, vector effects applied to objects, or the name
of an object or style. For example, you can search for and select all rectangles with rounded corners and without fill, or all text on a path.
You can also search for objects that contain the same properties as a selected object. You can change the search criteria in the middle of a
search. You can also save search criteria for later use.
The Replace wizard guides you through the process of finding objects that contain the properties you specify and then replacing those
properties with others. For example, you can replace all object fills of a certain color with fills of a different color. You can also replace color
models and palettes, outline properties, and text attributes, such as font and font size.
You can also search for specific words and replace them with other words. For more information, see “Finding, editing, and converting text”
on page 349.
Constraining objects
You can restrict how objects are drawn and edited by using a constrain key while you draw. For example, you can press a constrain key to
constrain a rectangle to a square, an ellipse to a circle, or a straight line to a perfectly horizontal or vertical line. By default, the application
uses the Ctrl key to constrain the shape or angle of objects, and the Shift key to draw shapes outward from their center of origin. However,
you can change the default constrain key to Shift at any time.
You can use a control key to draw or rotate an object, or the nodes and control handles of an object, at a preset increment. This increment is
known as the constrain angle. By default, the constrain angle is 15 degrees, but you can change it to suit your needs.
To Do the following
Constrain a shape to equal width and height While holding down Ctrl, draw diagonally.
Use a preset increment (the constrain angle) to draw or rotate an While holding down Ctrl, move the pointer to draw or rotate the
object object.
A rectangle is constrained to a square, an ellipse to a circle, and a polygon to a shape with sides of equal length.
The Barcode wizard guides you through the process of inserting a bar code. If you need additional information at any step, you can consult
the Help in the Barcode wizard.
If you need help with choosing options, click Help in the Barcode wizard.
A Quick Response (QR) code is a type of barcode that represents information in two dimensions. Typically, QR codes consist of dots (also
called “pixels”) arranged in a square pattern and displayed against a contrasting background. QR codes are known for their fast readability
and can store information such as website addresses, phone numbers, and messages.
With the widespread use of smartphones, QR codes have become popular in consumer advertising and packaging. By scanning a QR code
on your smartphone, you can quickly access the brand’s website for more information about a product.
Inserting QR codes
CorelDRAW lets you insert QR codes with embedded information such as a web address, email address, phone number, text message, geo
location, or plain text.
An example of a QR code
To insert a QR code
1 Click Object Insert QR code.
2 In the Object properties docker, choose one of the following options from the QR code type list box:
• URL — lets you specify a URL for a website
• Email address — lets you specify an email address if you want to use the QR code to generate a blank email
Editing QR codes
After you insert a QR code, you can use the Object properties docker to customize the pixel fill, the background fill, the pixel outline, as well
as the pixel shape and corner roundness. When you customize the shape of the pixels, the markers (the three larger squares in the corners,
as well as one or more smaller squares in the interior of the code pattern) remain unchanged to maintain the readability of the code. You
can also specify the margin around the QR code or weld the pixels together.
A QR code with customized pixel shapes and added text. The markers remain unchanged.
Error correction
Visual effects, logos, or text added to a QR code can give it an artistic look but may be considered errors by scanners. You can use the error
correction settings to minimize the possibility of error when scanning the QR code. For example, if part of the pixel pattern is covered by a
graphic or text, the error correction duplicates some of the hidden data so that this data can be recovered. Four levels of error correction are
available. Higher correction levels duplicate a higher percentage of the information, which may limit the amount of new information a QR
code can store. This may be a problem for QR codes that are approaching, or already contain, the maximum amount of information before
high error correction is applied. In that case, you are prompted to reduce either the correction level or the amount of data in the QR code.
You can move, resize, scale, and align the QR code like any other object. For more information, see “Working with objects” on page 175.
With QR codes, you can use styles to control the appearance of the fill, outline, and other properties. For more information, see “Working
with styles and style sets” on page 423. You can also change the default look of QR codes by modifying the default object properties. For
more information, see “Managing default object properties” on page 427.
To edit a QR code
1 Double-click the QR code.
2 In the Object properties docker, perform any of the following tasks.
To Do the following
Apply a fill to the pixels of the QR code Choose a fill type from the Pixel fill type list box, and then choose
a fill from the Pixel fill color picker.
If you want to customize the fill, click the Pixel fill settings button
next to the pixel color picker, and specify the fill settings.
Apply a fill to the background Choose a fill type from the Background fill type list box, and then
choose a fill from the Background fill color picker.
If you want to customize the fill, click the Background fill settings
button next to the background color picker, and specify the fill
settings.
Specify the pixel outline width and color Type a value in the Pixel outline width box, and then choose a
color from the Pixel outline color picker.
Specify the margin around the QR code Type a value in the Margin box.
Choose a pixel shape Choose a shape from the Pixel shape picker.
To set the percentage of fill on the pixels, type a value in the Pixel
fill factor box.
Weld pixels Click the arrow button at the bottom of the QR code section
to expand it, and enable the Weld pixels check box.
Set the corner roundness of the pixels Click the arrow button at the bottom of the QR code section
to expand it, and type a value in the Pixel roundness box.
When editing the fill, make sure that there is high contrast between the pixels and the background to avoid errors in scanning the
code.
Validating QR codes
After inserting and formatting a QR code, you can validate it to make sure that it can be read by QR code readers and scanners.
To validate a QR code that was not created in CorelDRAW, click Object Validate barcode, and marquee-select the QR code.
You can work with layers to help you organize and arrange objects in complex illustrations.
Creating layers
All CorelDRAW drawings consist of stacked objects. The vertical order of these objects — the stacking order — contributes to the
appearance of the drawing. An effective way to organize these objects is by using invisible planes called layers.
Layering gives you added flexibility when you organize and edit the objects in complex drawings. You can divide a drawing into multiple
layers, each containing a portion of the drawing’s contents. For example, you can use layers to organize an architectural plan for a building.
You can organize the building’s various components (for example, plumbing, electrical, structural) by placing them on separate layers.
All content is placed on a layer. Content that applies to a specific page is placed on a local layer. Content that applies to all pages in a
document can be placed on a global layer called a master layer. Master layers are stored on a virtual page called the Master Page.
You can create master layers for all pages, for even pages, or for odd pages. For example, placing content on an even master layer means
that the content will appear on all even pages but not on the odd pages.
Each new file is created with a default page (Page 1) and a Master Page. The default page contains the following layers:
• Guides — stores page-specific (local) guidelines. All objects placed on the Guides layer appear as outlines only, and the outlines act as
guidelines.
• Layer 1 — represents the default local layer. When you draw objects on the page, the objects are added to this layer unless you choose a
different layer.
The Master Page is a virtual page that contains the information that applies to all pages in a document. You can add one or more layers to a
master page to hold content such as headers, footers, or a static background. By default, a master page contains the following layers:
• Guides (all pages) — contains the guidelines that are used for all pages of the document. All objects placed on the Guides layer appear
as outlines only, and the outlines act as guidelines.
• Desktop — contains objects that are outside the borders of the drawing page. This layer lets you store objects that you may want to
include in the drawing at a later time.
• Document grid — contains the document grid that is used for all pages of the document. The document grid is always the bottom
layer.
To add content to a layer, you must first select the layer so that it becomes the active layer.
You can choose different views that let you display pages, layers, or all the objects in your document. The view you choose depends on the
complexity of your document and the task you are performing. For example, in a long multipage document, you can choose a pages-only
view so that you can navigate the document more easily and view only one page at a time. The Current page, layers only view lets you view
and reorder all the layers that affect the current page, including the master layers.
For information about how facing page views affect layers, see “To view facing pages” on page 44.
For information about how layers are affected when you save a file to an earlier version of CorelDRAW, see “To save a drawing” on page 45.
To Do the following
Create a local layer In the upper-right corner of the Object manager docker, click the
flyout button , and click New layer.
Create a master layer for all pages In the upper-right corner of the Object manager docker, click the
flyout button , and click New master layer (all pages).
Create a master layer for odd pages In the upper-right corner of the Object manager docker, click the
flyout button , and click New master layer (odd pages).
Create a master layer for even pages In the upper-right corner of the Object manager docker, click the
flyout button , and click New master layer (even pages).
To use a layer in the drawing, you must first make the layer active by clicking the layer name in the Object manager docker. The
layer name appears in a red bold font to indicate that it is the active layer. When you start a drawing, the default layer (Layer 1) is the
active layer.
Master layers are always added to the master page. Content added to these layers is visible on all pages of the document, all odd
pages, or all even pages, depending on the type of master layer that you have chosen.
Master layers for odd and even pages cannot be created in Facing Pages view. If you have created odd and even master pages before
switching to Facing Pages view, the odd and even master layers will be converted to all-page master layers. For more information
about facing pages, see “To view facing pages” on page 44.
You can also add a layer by clicking the New layer button in the Object manager docker.
You can also create new master layers by clicking the respective button in the Object manager docker: New master layer (all
pages) , New master layer (odd pages) , or New master layer (even pages) .
You can make any layer a master layer by right-clicking the layer name, and clicking Master (all pages), Master (odd pages), or
Master (even pages).
The layer name appears in a red bold font to indicate that it is the active layer.
The name of the active layer and the type of the currently selected object appear on the status bar at the bottom of the application
window. The names of the active page and layer also appear at the top of the Object manager docker.
To Do the following
Display pages Click the flyout button , and then click Show pages.
Display all layers for the current page Click the name of a page, click the Layer manager view button
, and then click Current page, layers only.
Display all layers and objects across all pages Click the Layer manager view button , and then click All
pages, layers and objects.
Display selected objects in the Object manager docker Click the flyout button , and then click Expand to show
selection.
The name of the active layer and the type of the currently selected object appear on the status bar at the bottom of the application
window. The names of the active page and layer also appear at the top of the Object manager docker.
If you want to view a document that has facing pages, see “To view facing pages” on page 44.
To delete a layer
1 If the Object manager docker is not open, click Object Object manager.
2 Click the name of a layer.
3 Click the flyout button , and click Delete layer.
When you delete a layer, you also delete all the objects on it. To preserve an object, move it to a different layer before you delete the
current layer.
You can delete any unlocked layer except the following default layers: Document grid, Desktop, Guides, and Guides (all pages). For
more information about locking and unlocking layers, see “To set the editing properties of a layer” on page 228.
You can also delete a layer by right-clicking the layer name in the Object manager docker and choosing Delete.
You can choose to show or hide layers in a drawing. Hiding a layer lets you identify and edit the objects on other layers. It also reduces the
time required for your drawing to refresh when you edit it.
You can set printing and exporting properties for a layer to control whether a layer is displayed in the printed or exported drawing. Note
that hidden layers are displayed in the final output if the printing and exporting properties are enabled. The Document grid layer cannot be
printed or exported.
You can allow editing of the objects on all layers or restrict editing so that you can only edit objects on the active layer. You can also lock a
layer to prevent accidental changes to the objects it contains. When you lock a layer, you cannot select or edit the objects on that layer.
Renaming layers
You can rename layers to indicate their contents, their position in the stacking order, or their relationship with other layers.
You can change the layer color so that objects on the layer are displayed with the layer color when you use Wireframe view. For example, if
you place various components of an architectural plan (plumbing, electrical, structural) on separate layers, you can use layer color to quickly
identify to which component the objects belong. For more information about Wireframe view, see “Choosing viewing modes ” on page 42.
The layer is hidden when the Show or hide icon is grayed out.
Objects on a hidden layer are displayed in the printed or exported drawing unless the layer’s printing and exporting properties are
disabled. For more information, see “To enable or disable printing and exporting of a layer” on page 228.
You can also show or hide a layer by right-clicking the layer in the Object manager docker and then clicking Visible.
Disabling the printing and exporting of a layer prevents its contents from appearing in the printed or exported drawing, or in full-
screen previews.For information about full-screen previews, see “Previewing drawings” on page 41.
You can also enable or disable the printing and exporting of a layer by right-clicking the layer in the Object manager docker and
clicking Printable.
To Do the following
Lock or unlock a layer Click the Lock or unlock icon beside the layer name.
Allow editing on all layers Click the flyout button , and click Edit across layers.
Allow editing on the active layer only Click the flyout button , and disable Edit across layers.
If you disable editing across layers, you can work only on the active layer and the Desktop layer. You cannot select or edit objects on
inactive layers. For example, if you use the Pick tool to marquee-select multiple objects on the drawing page, only the objects on the
active layer are selected.
You can also lock or unlock a layer by right-clicking the layer in the Object manager docker and then clicking Editable.
To rename a layer
1 If the Object manager docker is not open, click Object Object manager.
2 Right-click the layer name, and click Rename.
Layer names may not be preserved when you save a CorelDRAW Graphics Suite X7 file to a previous version.
You can also rename a layer by clicking the layer name twice and typing a new name.
Objects on the layer are displayed with the layer color when you use Wireframe view (View Wireframe).
You can also choose to display only the objects on a specific layer in Wireframe view by right-clicking the layer name, choosing
Properties, and enabling the Override full color view check box in the layer properties dialog box.
Moving and copying layers affects the stacking order. Moving or copying an object to a layer below its current layer causes the object to
become the top object on its new layer. Similarly, moving or copying an object to a layer above its current layer causes the object to become
the bottom object on its new layer.
To move a layer
1 If the Object manager docker is not open, click Object Object manager.
2 In the layers list, drag a layer name to a new position.
You can change the order of the master layers relative to local layers by displaying the list of all layers for the current page and
dragging a layer name to a new position in the layers list. To display all layers for a page, click a page name, click the Layer manager
view button at the top of the Object manager docker, and choose Current page, layers only.
To copy a layer
1 If the Object manager docker is not open, click Object Object manager.
2 In the layers list, right-click the layer that you want to copy, and click Copy.
The layer and the objects it contains are pasted above the selected layer.
When you move objects to or from a layer, the layer must be unlocked.
You can move and copy an object to another layer by dragging the object to a new layer in the Object manager docker.
You can also move an object to another layer by using an Order command. For more information, see “To move an object in the
stacking order” on page 209.
CorelDRAW lets you create objects and save them as symbols. Symbols are defined once and can be referenced many times in a drawing.
Each time you insert a symbol into a drawing, you create an instance of the symbol. Symbol definitions, as well as information about
instances, are stored in a symbol manager, which is part of the CorelDRAW (CDR) file. Using symbols for objects that appear many times in a
drawing helps to reduce file size.
For information about modifying symbol instances and about unsupported object types, see “Reference: Working with symbols” on page
236.
For information about working with special characters in text, see “Embedding graphics” on page 359.
Symbols are created from objects. When you convert an object to a symbol, the new symbol is added to the Symbol manager docker, and
the selected object becomes an instance. You can also create a symbol from multiple objects. Most objects in CorelDRAW can be converted
to symbols, with some exceptions. For more information, see “Unsupported object types ” on page 237.
The symbols that you create in a drawing are saved with the CorelDRAW (CDR) file. In addition, you can create symbol libraries, which
contain symbols that can be shared between drawings. For more information, see “Managing collections and libraries ” on page 235.
You can edit a symbol; any changes you make affect all instances in the drawing. The selection handles for symbols differ from those for
objects. Selection handles for symbols are blue; selection handles for objects are black. When you insert a symbol from an external library,
a copy of the symbol is added to the active drawing, but it remains linked to the source symbol. You can edit a linked symbol or you can
decide to break the link to the external library and make the symbol internal. When the link is broken, the local copy of the symbol remains
in the drawing as an internal symbol, and it can be edited independently from the symbol in the external library.
You can delete a symbol. When you delete a symbol that is used in a document, all instances of the symbol are removed from the document.
You can also delete all symbols that are stored in the document library but are not used in the document.
To create a symbol
1 Select an object or multiple objects.
2 Click Object Symbol New symbol.
3 Type a name for the symbol in the Create new symbol dialog box.
Symbols cannot span layers. If you convert objects on different layers to a symbol, the objects are combined on the topmost object’s
layer. For more information about layers, see “Working with layers” on page 223.
Not all objects can be converted to symbols. For more information, see “Unsupported object types ” on page 237.
You can also convert an existing object or objects to a symbol by dragging the object or objects to the Symbol manager docker. To
open the docker, click Object Symbol Symbol manager.
To edit a symbol
1 In the Symbol manager docker, choose a symbol from the list.
To open the Symbol manager docker, click Object Symbol Symbol manager.
2 Click the Edit symbol button .
3 Modify the objects on the drawing page.
4 Click the Finish editing object tab in the bottom-left corner of the drawing window.
While working in symbol edit mode, you cannot add layers or save a drawing.
You can also edit a symbol by selecting an instance in the drawing window and clicking the Edit symbol button on the property
bar, or holding down Ctrl and clicking a symbol instance.
To edit a linked symbol, click File Open. Choose the drive and folder of the library that contains the symbol that you want to modify.
Click a library (.csl) filename, and click Open. The symbol appears in the Symbol manager docker, and it can be selected and edited
like any other symbol. You may need permission to change files on the network.
To rename a symbol, double-click the symbol’s name in the Symbol manager docker, and type a new name.
While editing a symbol, you can insert an instance of another symbol, which creates a nested symbol. You cannot, however, insert an
instance of the same symbol.
If there are other instances of the symbol in the drawing, you are given the choice to break the link to all instances. If you do, the internal
symbol will then apply to all the instances.
You can also make a linked symbol internal by right-clicking a symbol and choosing Break link.
To delete a symbol
1 In the Symbol manager docker, choose a symbol from the list.
2 Click the Delete symbol button .
When you delete a symbol, all instances of the symbol are removed from the drawing.
You can share symbols between drawings. Copying symbols to the Clipboard leaves the originals in the library. You can also copy and paste
instances of a symbol to and from the Clipboard. Pasting a symbol instance places the symbol in the library and also places an instance of
the symbol in the drawing. Subsequent pasting will place another instance of the symbol in the drawing without adding it to the library.
If a modified symbol instance is pasted into a drawing, the new instance maintains the properties of the original instance, and the new
symbol definition in the library maintains the properties of the original symbol. Symbol instances are copied and pasted in the same way
other objects are. For more information, see “Copying, duplicating, and deleting objects” on page 181.
If you want the symbol scaled automatically to match the current drawing scale, ensure that the Scale to world units button is
enabled.
2 Choose a symbol from the list.
3 Click the Insert symbol button .
For information about working with special characters in text, see “Embedding graphics” on page 359.
You can also insert a symbol instance by dragging a symbol from the Symbol manager docker to the drawing window.
Not all properties of a symbol instance can be modified. For a list of properties that can be modified, see “Modifying symbol instances”
on page 236. To modify other properties, you can revert the symbol instance to an object, or modify the symbol itself.
If a symbol contains multiple objects, all objects in the symbol instance are treated as if they were a group. You cannot modify
individual objects in a symbol instance.
When a symbol instance is selected, you can modify many object properties on the property bar.
You can also revert a symbol instance to an object by right-clicking the symbol instance and clicking Revert to objects.
To Do the following
Copy symbols to the Clipboard Open the source document. In the Symbol manager docker,
choose the symbol or symbols from the list, right-click, and click
Copy.
Paste symbols from the Clipboard Open the target document. In the Symbol manager docker, right-
click, and click Paste.
The first pasted symbol is named “Symbol1,” and an increment number is appended to the names of subsequent copies: “Symbol2,”
“Symbol3,” and so on.
The Symbol manager docker displays the libraries that are in the local Symbols folder. The Symbols folder is the default location for custom
symbol libraries that have been exported from CorelDRAW and imported libraries that are copied locally.
The symbols that are used within the document appear under the document filename in the Symbol manager docker.
You can add libraries and collections (groups of library files) to your drawing. You can also delete libraries and collections.
All symbols and symbol instances are saved with the document.
You can also click the name of the active document in the Symbol manager docker, and then click the Export library button .
When you export a library, only the symbols are saved with the document.
If you are adding a collection, you can enable the Recursive check box to include subfolders.
The collection or library is removed from the folder tree in the Symbol manager docker, but files are not deleted.
Property Notes
Position Can be modified on the property bar. For more information, see
“Positioning objects” on page 194.
Size Can be modified on the property bar. For more information, see
“Sizing and scaling objects” on page 210.
Rotation angle Can be modified on the property bar. For more information, see
“Rotating and mirroring objects” on page 211.
Mirror Can be modified on the property bar. For more information, see
“Rotating and mirroring objects” on page 211.
Wrap text Can be modified in the Summary section of the Object properties
docker. Can also be modified on the property bar. For more
information, see “To wrap paragraph text around an object, artistic
text, or a text frame” on page 353.
Order Can be modified on the property bar. For more information, see
“Changing the order of objects” on page 209.
Objects with lenses that are not frozen Lenses must be frozen.
Control objects in link groups (such as drop shadows, contours, All related objects in the link group must be included in the symbol.
blends, bevels, and extrusions) For example, if an object has a drop shadow, you cannot convert
the object without the drop shadow. Alternatively, you can break
the group apart.
Objects with Artistic Media effects applied Spray effects must be broken apart into curve objects. Other Artistic
Media effects must be either broken apart, or converted as a
link group. Spray effects that contain transparencies cannot be
converted to symbols.
Linked bitmaps
Paragraph text
Connector and dimension lines Must be broken apart or included with the linked object or objects
Guidelines
Objects with transparency or transparency effects applied Transparency effects must be converted to a bitmap.
Object linking and embedding (OLE) is a method of exchanging information between applications. Using OLE, you can take selected
objects or entire files from one application, called the source application, and place them into another application, called the destination
application.
You can freely move objects and files between applications as long as all the applications involved support OLE. CorelDRAW lets you create
and edit OLE objects, as well as insert objects and files created in other applications.
Linking results in a larger file size but is useful when you want to use an object or file in multiple files. To change every instance of the object
or the file, you only need to change the object in the source application. Linking is also useful when the destination application does not
directly support files created in the source application. Embedding is useful when you want to include all objects in one file. Embedded
objects are not linked to the source file, and result in a smaller file size in the destination application.
To insert a linked object into the active drawing from another application, click Object Insert new object. In the Insert new object
dialog box, enable the Create from file option, browse to the file you want to insert, and enable the Link check box.
You can also create an embedded object by enabling the Create new option, and choosing the application in which you want to
create the object from the Object type list box.
You can also insert an embedded object by selecting an object in the source application, and dragging it to the window of the target
application.
In most cases, you can edit OLE objects only in the source application. If you try to change an OLE object using CorelDRAW, note the
following limitations. Depending on the source of the OLE object, you might not be able to rotate, skew, clone, trim, weld, intersect,
use as symbols, or combine OLE objects. Also, you might not be able to apply any of the effects in the Effects menu to OLE objects,
except for PowerClip objects. You can only size, move, copy OLE objects and place them into PowerClip containers.
You can also edit linked or embedded objects by starting the source application and opening the file directly.
The Object Data Manager is an advanced feature that is particularly useful as a project management tool when you create or supervise a
large project. Using the Object Data Manager is like having a small spreadsheet program, like Quattro Pro or Microsoft Excel, within your
graphics program. It lets you track expenses, deadlines, assignments, progress, or anything else you need to organize. You can enter many
types of project data about individual objects or groups of objects.
You can create and assign as many data fields as you want, as long as they use permitted format variables. For more information about
assigning data fields, see “Assigning and copying object data” on page 242.
At any time, you can change the setting, such as the name or format, of a data field. If you require custom fields, you can define their
formats using four basic field formats: General, Date/time, Linear/angular, and Numeric. Each of these formats provides a series of
common settings. If the preset formats in CorelDRAW don’t provide the information you want in your data summary, you can create your
own custom formats using the variables available for the format type you’re using. The field format you select is used for all objects in the
active drawing.
You can also delete any data field except Name and CDRStaticID. When you delete a field, you also delete all data entered for that field in
the active document.
You can also use this procedure to change the settings of an existing data field.
Change the format of a data field Select the data field, and click Change in the Format area. In the
Format definition dialog box, enable the option beside the format
type that you want to use, and choose a format from the list.
Create a custom format for a data field Select the data field, and click Change in the Format area. In the
Format definition dialog box, enable the option beside the format
type that you want to create. Type the format in the Create box,
and press Enter.
Delete a data field Choose the name of the data field from the list, and click Delete. To
choose multiple fields, hold down Ctrl, and click the names in the
list.
The Object data docker is best for entering data for single objects. It lets you add, edit, and delete object data. The Object Data Manager, in
contrast, is best for entering and editing data for multiple objects. It provides many of the editing features available in popular spreadsheet
applications.
You can use one object’s data entries to update another object’s data entries. This function does not replace an object’s data entries; rather,
it appends fields and data where appropriate.
4 In the Object data manager window, click a cell, and type the appropriate data. Press Enter to assign the entry to the cell, the fields,
and the objects.
The Object Data Manager gives you access to all of the application’s printing capabilities. This gives you the option to print quickly or print
using specific settings.
If you want to view an object data summary for the entire document, click Edit Select all Objects.
2 Click Window Dockers Object data manager.
3 In the Object data docker, click the Open spreadsheet button .
The object data summary displays in the Object data manager window.
Display or hide group subtotals Select the column by clicking the column title, and click Field
options Summarize groups. A check mark beside the Summarize
groups command indicates that the group subtotals are displayed
in italics.
Indent or align groups in a column Select the column by clicking the column title, and click Field
options Show hierarchy. A check mark beside the Show
hierarchy command indicates that the groups in a column are
indented.
Display or hide the sum of values in a column Select the column by clicking the column title, and click Field
options Show totals. A check mark beside the Show totals
Print the object data summary Click File Print. Choose a printer from the Printer list box. Type a
number in the Number of copies box. For more information about
the printing capabilities of CorelDRAW, see “Printing basics” on
page 525.
Filling objects.......................................................................................................................................................................................265
CorelDRAW lets you choose and create colors by using a wide variety of industry-standard color palettes, color mixers, and color models. You
can store frequently used colors for future use by using the Document palette, or creating and editing custom color palettes.
You can customize how a color palette appears on your screen by changing the size of swatches, the number of rows, and other properties.
You can also create color styles. For more information, see “Working with color styles” on page 431.
The CMYK color model, which is used in printing, uses the components cyan (C), magenta (M), yellow (Y), and black (K) to define color.
Values for these components range from 0 to 100 and represent percentages.
In subtractive color models, such as CMYK, color (that is, ink) is added to a surface, such as white paper. The color then “subtracts”
brightness from the surface. When the value of each color component (C,M,Y) is 100, the resulting color is black. When the value of each
component is 0, no color is added to the surface, so the surface itself is revealed — in this case, the white paper. Black (K) is included in the
color model for printing purposes because black ink is more neutral and darker than blending equal amounts of cyan, magenta, and yellow.
Black ink produces sharper results, especially for printed text. In addition, black ink is usually less expensive than using colored ink.
The RGB color model uses the components red (R), green (G), and blue (B) to define the amounts of red, green, and blue light in a given
color. In a 24-bit image, each component is expressed as a number from 0 to 255. In an image with a higher bit rate, such as a 48-bit
image, the value range is greater. The combination of these components defines a single color.
In additive color models, such as RGB, color is produced from transmitted light. RGB is therefore used on monitors, where red, blue, and
green lights are blended in various ways to reproduce a wide range of colors. When red, blue, and green lights are combined at their
maximum intensities, the eye perceives the resulting color as white. In theory, the colors are still red, green, and blue, but the pixels on
a monitor are too close together for the eye to differentiate the three colors. When the value of each component is 0, which signifies an
absence of light, the eye perceives the color as black.
White is the result of combining the three RGB colors at their maximum intensities.
RGB is the most commonly used color model, because it allows a broad range of colors to be stored and displayed.
The HSB color model uses hue (H), saturation (S), and brightness (B) as components for defining color. HSB is also known as HSV (with the
components hue, saturation, and value). Hue describes the pigment of a color and is expressed in degrees to represent the location on the
standard color wheel. For example, red is 0 degrees, yellow is 60 degrees, green is 120 degrees, cyan is 180 degrees, blue is 240 degrees,
and magenta is 300 degrees.
Saturation describes the vividness or dullness of a color. Values of saturation range from 0 to 100 and represent percentages (the higher the
value, the more vivid the color). Brightness describes the amount of white in the color. Like saturation values, brightness values range from 0
to 100 and represent percentages (the higher the value, the brighter the color).
The grayscale color model defines color by using only one component, lightness, which is measured in values ranging from 0 to 255. Each
grayscale color has equal values of the red, green, and blue components of the RGB color model. Changing a color photo to grayscale
creates a black-and-white photo.
Usually, RGB, grayscale, and CMYK images contain 8 bits of data per color channel. That is why an RGB image is often referred to as 24-
bit RGB (8 bits x 3 channels), a grayscale image is referred to as 8-bit grayscale(8 bits x channel), and a CMYK image is referred to as 32-bit
CMYK (8 bits x 4 channels).
Regardless of how many colors an image contains, the image displayed onscreen is limited to the highest number of colors supported by the
monitor on which it is viewed. For example, an 8-bit monitor can display only up to 256 colors in a 24-bit image.
For information about applying the colors you choose, see “Applying uniform fills ” on page 265 and “Formatting lines and outlines” on
page 105. For information about saving colors for future use, see “Working with color styles” on page 431.
A color palette is a collection of color swatches. In some programs, color palettes are known as “swatch palettes.”
In CorelDRAW, the default color palette is based on the primary color mode of the document. For example, if the document’s primary color
model is RGB, the default color palette is also RGB. For more information, see “Understanding color models” on page 247. You choose the
default color model when you create a new drawing. You can open and use additional color palettes at any time.
You can choose both fill and outline colors by using the default color palette. The selected fill and outline colors appear in the color swatches
on the status bar.
Document palette
When you create a new drawing, the application automatically generates an empty palette, called the Document palette. It helps you
keep track of the colors that you use by storing them with your document for future use. For more information, see “Using the Document
palette” on page 256.
The color palettes that are found in the Palette libraries cannot be edited directly. Some of them are provided by third-party manufacturers,
for example PANTONE, HKS Colors, and TRUMATCH. It may be useful to have on hand a manufacturer’s swatch book, which is a collection
of color samples that shows exactly what each color looks like when printed.
The PANTONE solid coated palette is an example of a color palette from the Palette libraries.
Some palettes found in the Palette libraries — PANTONE, HKS Colors, TOYO, DIC, Focoltone, and SpectraMaster — are collections of spot
colors. If you create color separations when you print, each spot color requires a separate printing plate, which can significantly affect the
cost of the printing job. If you want to use color separations but would like to avoid using spot colors, you can convert the spot colors to
process colors when printing. For more information, see “Printing color separations” on page 545.
Sampling colors
When you want to use a color that already exists in a drawing, palette, or on your desktop, you can sample the color to achieve an exact
match. By default, you sample a single pixel from the drawing window.
Color viewers
Color viewers provide a representation of a range of colors by using either one-dimensional or three-dimensional shapes. The default color
viewer is based on the HSB color model, but you can use this viewer to choose CMYK, CMY, or RGB colors. For information about color
models, see “Understanding color models” on page 247.
Color blends
When you choose a color by using color blends, you combine base colors to produce the color you want. The color blender displays a grid of
colors that it creates from the four base colors you choose.
You can use web colors when you design documents that will be published to the web. With CorelDRAW, you can define web colors by
using RGB hexadecimal values (for example, ‑aa003f).
To Do the following
Choose from different shades of a color Click and hold a color swatch to display a pop-up color picker, and
then click a color.
View more colors on the default color palette Click the scroll arrows at the top and bottom of the color palette.
To display color names instead of color values, click the Options flyout button at the top of the default palette, and click Show
color names. This action undocks the default color palette and displays the color names.
Display or hide the names of colors Enable or disable the Show color names check box.
Swap the reference color (original color of the selected object) with Click the Swap colors button.
the new color
Choose an outline color Double-click the Outline button on the status bar. In the
Outline pen dialog box, open the Color picker, and click More. In
the Select color dialog box, repeat steps 4 to 7.
Each spot color swatch on a color palette is marked with a small white square .
You should use the same color model for all colors in a drawing; the colors will be consistent and you will be able to predict the
colors of the final output more accurately. For more information about reproducing colors accurately, see “Using color management”
on page 295.
You can also access color palettes in the Color docker by clicking the Show color palettes button, and choosing a palette from
the list box. If the Color docker is not open, click Window Dockers Color.
Sample a color from the drawing or desktop Click the Eyedropper button , and click the drawing or
desktop.
Swap the reference color (original color of the selected object) with Click the Swap colors button.
the new color
If you choose a color that is out of the printer’s gamut, CorelDRAW allows you to replace it with a similar color that is in the printer’s
gamut. To replace the color, click the Bring color into gamut button, which appears to the left of the New color swatch. For
information about color correction, see “Using color management” on page 295.
You should use the same color model for all colors in a drawing; the colors will be consistent and you will be able to predict the
colors of the final output more accurately. It is preferable to use the same color model in your drawing that you will be using for the
final output.
You can also access color models in the Color docker by clicking the Show color viewers button and choosing a color model
from the list box. If the Color docker is not open, click Window Dockers Color.
Sample a color from the drawing or desktop Click the Eyedropper button , and click the drawing or
desktop.
Only colors that are on the default color palette can be blended. To blend other colors, you must change the default color palette. For
more information, see “To display or hide a custom color palette” on page 261.
You can change the cell size of the color grid by moving the Size slider.
To sample a color
1 In the toolbox, click the Color eyedropper tool .
2 On the property bar, click one of the following buttons:
• 1×1 — lets you choose the color of the pixel you click
To Do the following
Fill an object with a sampled color Hover over an object. When the Apply color pointer changes to a
solid color swatch , click to apply the sampled color.
Fill an object’s outline color with the sampled color Hover over an object’s outline. When the Apply color pointer
changes to an outline shape , click to apply the sampled color.
Add the sampled color to the Document palette On the property bar, click the arrow next to Add to palette, and
choose Document palette.
Sample an additional color On the property bar, click the Select color button , and then
click the color that you want to sample.
Drag a sampled color from one object to another Drag the color to another object.
Apply a sampled color from the Selected color swatch on the Drag the sampled color from the Selected color swatch to the
property bar object.
Apply a sampled color from the Uniform fill swatch in the lower- Drag a color from the Uniform fill swatch to the object.
right corner of the drawing window
Add the sampled color to the Document palette Drag the sampled color from the Selected color swatch or the
Uniform fill swatch to the Document palette.
In some cases, the sampled color may be an RGB or CMYK color that is the closest equivalent to the original color, rather than being a
complete match.
You can also choose web colors from the Select color dialog box (on the status bar, double-click the Outline pen button, open
the Color picker in the Outline pen dialog box, and click More) and the Edit fill dialog box (on the status bar, double-click the Fill
button, and click the Uniform fill button), which let you view and copy the hexadecimal equivalents of non-hexadecimal color values.
You can add colors from a color palette, an external image, a color picker, or a color-related dialog box, such as the Uniform fill dialog box.
In addition, you can add colors from an imported image or object.
When you open documents that were created in CorelDRAW X4 or an earlier version of the program, only custom spot colors and a
maximum of 100 legacy color styles are added to the Document palette. The legacy styles are added to the palette as regular colors.
You can clear the Document palette of any unwanted or unused colors by removing colors individually or resetting the palette to remove all
unused colors at once. You can also add all colors from an existing drawing to the Document palette.
The Document palette is automatically saved with the document. If you rename the .cdr file to .zip, the Document color palette
(DocumentPalette.xml) is included in the .zip package.
By default, the Document palette is docked above the status bar at the bottom of the application window.
To Do the following
Add a color from another color palette Drag a color from an open color palette to the Document palette.
Add a color from a bitmap image On the Document palette, click the Eyedropper button, and click a
color in the image.
Add multiple colors from an image On the Document palette, click the Eyedropper button , hold
down Ctrl, and then click the image until you add the colors that
you want.
Add multiple colors from an image or object by dragging Drag an image or object from the drawing window to the
Document palette.
Add colors from a selection Select an object or multiple objects. On the Document palette, click
the flyout button , and click Add from selection.
Add a color from a color-related dialog box In the dialog box, click a color swatch, click the arrow next to Add
to palette, choose Document palette, and then click Add to
palette.
Move a color swatch Drag a color swatch to a new position on the Document palette.
When dragging most vector objects to the palette, you add all object colors to the palette. When dragging a bitmap, you can specify
the number of colors that you want to be added to the palette. If an object includes a fountain fill, texture fill, or pattern fill, only
colors that are defined during the fill creation are supported. Colors from PostScript fills are not supported.
By default, the Document palette is docked above the status bar at the bottom of the application window.
By default, the Document palette is docked above the status bar at the bottom of the application window.
If the drawing was created in a previous version of CorelDRAW and it includes custom spot colors, they appear in the Document
palette.
If you have a document with both vector and bitmap images, and you want to add only the colors from the vector images to the
Document palette, specify 0 in the Add colors from bitmap dialog box.
By default, the Document palette is docked above the status bar at the bottom of the application window.
You can also remove all colors that are no longer used from the Document palette by clicking the flyout button , choosing
Palette, and clicking Reset palette.
By default, the Document palette is docked above the status bar at the bottom of the application window.
Hiding the Document palette does not disable the automatic adding of color.
It’s easy to share color palettes with others. The custom palettes are accessible from the My palettes folder in the Color Palette Manager.
You can create a custom color palette by choosing individual colors or color styles, or by using the colors in a selected object or an entire
document. You can also edit, rename, and delete custom color palettes.
Custom color palettes are saved as XML files and are stored in the My Documents\My Palettes folder.
Treat the color as a spot color In the Selected color area of the Palette editor dialog box, choose
Spot from the Treat as list.
Treat the color as a process color In the Selected color area of the Palette editor dialog box, choose
Process from the Treat as list.
Rename a color In the Palette editor dialog box, click a color in the color selection
area, and type a name in the Name box.
To Do the following
Add a color from another color palette Drag a color from an open color palette to the custom palette.
Add a color from an image On the custom palette, click the Eyedropper button , and click
the color that you want to add.
Add multiple colors from an image On the custom palette, click the Eyedropper button , hold
down Ctrl, and click the image until you add the colors that you
want.
Add multiple colors from an image or object Drag an image or object from the drawing window to the custom
palette.
Add a color from a color-related dialog box In the dialog box, click a color swatch, click the arrow next to Add
to palette, choose the name of your custom palette from the list,
and then click Add to palette.
Add colors from a selection Select an object or multiple objects. On the custom palette, click
the flyout button , and click Add from selection.
Move a color swatch Drag a color swatch to a new position on the palette.
When dragging most vector objects to the palette, you add all object colors to the palette. When dragging a bitmap, you can specify
the number of colors that you want to be added to the palette. If an object includes a fountain fill, texture fill, or pattern fill, only
colors that are defined during the fill creation are supported. Colors from PostScript fills are not supported.
To Do the following
Add a color Click Add color. In the Select color dialog box, click the Models
tab, click a color in the color selection area, and click Add to
palette.
Treat a color as a spot color In the Selected color area of the Palette editor dialog box, choose
Spot from the Treat as list.
Treat a color as a process color In the Selected color area of the Palette editor dialog box, choose
Process from the Treat as list.
Change a color In the color selection area, click a color, and click Edit color. In the
Select color dialog box, click the Models tab, and click a new color
in the color selection area.
Delete a color In the color selection area, click a color, and click Delete color.
Sort colors Click Sort colors, and choose a color sorting method.
Rename a color Click a color in the color selection area, and type a name in the
Name box.
You can delete multiple colors by holding down Shift or Ctrl, clicking the colors that you want to delete, and clicking Delete color.
If you add a process color to the palette, but treat it as a spot color, the color is changed to spot and the color name is preserved.
However, if you choose a spot color with a trademarked name, for example a PANTONE color, and convert it to a process color, the
trademarked name is substituted with the color components for that color.
The Palette libraries folder of the Color Palette Manager contains collections of preset color palettes from which you can choose colors.
You cannot edit any of the color palettes that are found in the Palette libraries. However, you can create a custom color palette by copying a
color palette from the Palette libraries folder. For more information, see “Displaying or hiding color palettes in the Palette libraries” on page
262.
If you want to set a custom color palette as the default palette, click the custom palette flyout button , and click Set as default.
When you open a legacy custom palette (.cpl) file, it is automatically converted to the XML format (.xml). The XML version is stored
in the x:\Documents and Settings\your name\My Documents folder, and also appears in the My palettes folder in the Color Palette
Manager.
If the custom color palette (.xml) was saved to the My palettes folder, you can open it by clicking Window Color palettes and
choosing the custom palette from the list.
If you want to move a custom color palette, drag it to the new folder.
If you want to paste the custom palette to a different folder, right-click the folder, and click Paste.
The Process color library contains the default RGB, CMYK, and Grayscale color palettes. In addition, you can find preset color palettes that
have a specific theme, such as nature. The Spot color library contains color palettes that are provided by third-party manufacturers, such as
HKS Colors, PANTONE, Focoltone, and TOYO. These color palettes can be very useful when you need specific company-approved colors for
your printed projects. The color palette libraries are locked, which means that you cannot edit them.
Palette libraries
Color palettes can be either docked or floating. Docking a color palette attaches it to the edge of the application window. Undocking a color
palette pulls it away from the edge of the application window, so it floats and can be easily moved around.
With color swatches, you can set the right mouse button either to display a context menu or to set the outline color. You can also adjust the
color swatch border and size, and you can hide or display the No color well.
To Do the following
Dock a color palette Click the top of the color palette border, and drag the color palette
to any edge of the application window until a thin black toolbar
outline appears.
Undock a color palette Click the dotted border of the color palette, and drag the color
palette away from the edge of the application window.
Change the number of rows on a docked color palette On the palette, click the flyout button , click Rows, and choose
an option from the list.
You can also change the number of rows on a docked color palette by clicking Tools Customization, clicking Color palette in the
Customization list of categories, and typing a value in the Maximum palette rows when docked box. You can set a maximum of
seven rows on a color palette.
To set the action of the right mouse button for color swatches
1 Click Tools Customization.
2 In the Customization list of categories, click Color palette.
3 Enable one of the following check boxes:
• Context menu
• Set outline color
If you enable Set outline color, you can still display the context menu by right-clicking anywhere on the border of a color palette.
You can add colored, patterned, textured, and other fills to the inside of objects or other enclosed areas. You can customize a fill and set it
as a default, so that each object you draw has the same fill.
If you want to mix colors in a uniform fill, press Ctrl, and click another color on the color palette.
• the Uniform fill button in the Fill section of the Object properties docker
• the Interactive fill tool in the toolbox, and then clicking the Uniform fill button on the property bar
There are four types of fountain fills: linear, elliptical, conical, and rectangular. A linear fountain fill flows in a straight line across the object,
a conical fountain fill creates the illusion of light hitting a cone, an elliptical fountain fill is dispersed in concentric ellipses from the center of
the object, and a rectangular fountain fill is dispersed in concentric rectangles from the center of the object.
There are four types of fountain fills (left to right): linear, elliptical, conical, and rectangular.
You can choose fountain fills from a personal library or from the Content Exchange. You can browse the available fountain fills, search
by keyword, mark fills as favorites, vote for fills that you like, or copy fills from the Content Exchange to your personal library. For more
information, see “Managing fills and transparencies” on page 291.
Any fountain fill can be modified to suit your needs, and you can create your own fills. Fountain fills can contain two or more colors, which
you can position anywhere in the fill’s progression. You can specify fill attributes such as the direction of a fill’s color blend, the fill’s angle,
center point, and midpoint. You can also smooth, skew, or repeat a fill.
After you create a fountain fill, you can save it for future use or share it with other users on the Content Exchange. For more information, see
“Saving and sharing fills and transparencies” on page 293.
You can adjust the print and display quality of the fountain fill by specifying the number of fountain steps. By default, the fountain steps
setting is locked so that the print quality of the fountain fill is determined by the value specified in the print settings and the display quality
is determined by the default value you set. However, you can unlock the fountain steps setting and specify a value that applies to both the
print and view quality of the fill. For information about setting fountain fill steps for printing, see “Fine-tuning print jobs” on page 529.
You can add a color to a fountain fill by clicking the Interactive fill tool in the toolbox, clicking the Fountain fill button on the
property bar, and dragging a color from the color palette to an object’s interactive vector handle.
5 Click the start node above the color band, open the Node color picker, and choose a color.
6 Click the end node above the color band, open the Node color picker, and choose a color.
7 Move the midpoint slider below the color band to set the midpoint between the two colors.
Change a color Select the corresponding node, open the Node color picker, and
choose a color.
Change the transparency of a color Select the corresponding node, and type a value in the Node
transparency box.
Add an intermediate color Double-click the color band where you want to add a node. With
the new node selected, open the Node color picker, and choose a
color.
Change the position of an intermediate color Drag the corresponding node to a new location above the color
band, or type a value in the Node position box.
Specify the way the colors blend between two nodes Select either the two nodes or the midpoint between them, click
the Blend direction button, and choose an option from the list:
•Linear color blend —blends the colors along a straight line,
beginning at the start color and continuing across the color
wheel to the end color
•Clockwise color blend — blends the colors along a clockwise
path around the color wheel
•Counterclockwise color blend — blends the colors along a
counterclockwise path around the color wheel
Mirror, repeat, or reverse the fill In the Object properties docker, click the arrow button at the
bottom of the Fill section to display more fill options, and click one
of the following buttons:
• Default fountain fill
• Repeat and mirror
• Repeat
• Reverse fill
Specify how quickly the fountain fill blends from one color to Move the Acceleration slider.
another
Create smoother color transitions between fountain fill nodes Click the Smooth button .
Set the width and height of the fill as a percentage of the object’s Type values in the Fill width and Fill height boxes.
width and height
Move the center of the fill up, down, left, or right Type values in the X and Y boxes.
Slant the fill at a specified angle Type a value in the Skew box.
Rotate the color progression clockwise or counterclockwise Type a value in the Rotate box.
Allow the fill to be skewed or stretched disproportionately Enable the Free scale and skew check box.
Apply the selected fill to the intersecting area of combined objects Enable the Fill winding check box.
Let the fill print on top of the underlying colors. Enable the Overprint fill check box.
You can also apply a custom fountain fill by clicking the Interactive fill tool in the toolbox and dragging colors from the color
palette in the document window onto the object’s interactive vector handles. You can mix colors by selecting one of the interactive
vector handles, pressing Ctrl, and clicking a color on the color palette.
When the Fountain steps box is locked, the number of steps in the printed fountain fill is determined by the value specified in the
Print dialog box. For information about setting fountain fill steps for printing, see “Fine-tuning print jobs” on page 529.
A two-color pattern fill is composed only of the two colors that you choose. A vector pattern fill is a more complex vector graphic composed
of lines and fills. A vector fill can have color or transparent background. A bitmap pattern fill is a bitmap image whose complexity is
determined by its size, image resolution, and bit depth.
CorelDRAW provides a collection of vector and bitmap patterns that you can access. You can browse the available patterns, search patterns
by keyword, mark patterns as favorites, vote for patterns that you like, or copy patterns from the Content Exchange to your personal library.
For more information, see “Managing fills and transparencies” on page 291.
You can also create your own patterns. For example, you can create patterns from areas of the workspace or images that you import. Vector
and bitmap patterns are made up of smaller units called tiles. Depending on the size of the object, the fill may consist of one or more tiles.
After you create a new pattern, you can save it for future use or share it with other users on the Content Exchange. For more information,
see “Saving and sharing fills and transparencies” on page 293.
You can modify pattern fills to suit your needs. For example, you can change the size of the pattern fill, or specify exactly where the fill
begins by setting the tile origin. CorelDRAW also lets you offset tiles in a fill. Adjusting the horizontal or vertical position of the first tile,
relative to the top of the object, affects the rest of the fill.
You can mirror the fill so that alternating tiles are reflections of each other. If you want a pattern fill to change according to actions you
perform on the filled object, you can set the fill to transform with the object. For example, if you enlarge the object, the pattern becomes
larger while the number of tiles remains the same.
Bitmap patterns created in Patterns, an iOS application that turns photos into bitmap patterns, can be opened in CorelDRAW. The bitmap
pattern effects available in both Patterns and CorelDRAW let you create seamless patterns and adjust the pattern parameters, such as the
pixel configuration along the edge of the tile and the brightness, luminance, and color contrast of the pattern.
You can also mix colors in a two-color pattern fill by pressing Ctrl and clicking a color on the color palette.
You can also apply a fill by clicking the Interactive fill tool in the toolbox and clicking the Two-color pattern fill button on the
property bar. You can drag colors from the color palette to the interactive handles to change the colors of the fill. You can mix colors
by holding down Ctrl while dragging a color to the interactive handles.
To edit the attributes of the two-color fill, in the Object properties docker, click the arrow button at the bottom of the Fill
section to display more fill options, and specify the attributes you want.
You can also apply a vector or a bitmap pattern fill by clicking the Interactive fill tool in the toolbox, clicking the Vector pattern
fill or Bitmap pattern fill button on the property bar, and choosing a fill from the Fill picker.
You can also click the New source from workspace button and select an area of the document to use as a tile source. In this
case, the current settings in the Transformations area of the Object properties docker will apply to the new pattern.
5 In the Import dialog box, locate the image that you want to use, and double-click the filename.
4 Click the arrow button at the bottom of the Fill area to display more pattern fill options.
5 Perform a task from the following table.
To Do the following
Arrange the tiles so that alternating tiles are reflections of each Click the Mirror tiles horizontally or the Mirror tiles
other
vertically button.
Create a radial or linear seamless blend In the Seamless area, click the Radial button , or click the
Smooth the color transition of the pattern tile edges with their Enable the Edge match check box, and move the slider.
opposite edge
This setting applies only to bitmap pattern fills.
Increase or decrease the brightness of the pattern Enable the Brightness check box, and move the slider.
Increase or decrease the grayscale contrast of the pattern Enable the Luminance check box, and move the slider.
Increase or decrease the color contrast of the pattern Enable the Color check box, and move the slider.
Set the width and height of the pattern as a percentage of the Type values in the Fill width and Fill height boxes.
object’s width and height
Move the center of the pattern fill up, down, left, or right Type values in the X and Y boxes.
Rotate the pattern at a specified angle Type a value in the Rotate box.
Slant the pattern at a specified angle Type a value in the Skew box.
Specify row or column offset as a percentage of the tile’s height or Click the Row offset or the Column offset button , and
width
type a value in the % of tile box.
Apply object changes to the pattern fill Enable the Transform with object check box.
Apply the selected fill to the intersecting area of combined objects Enable the Fill winding check box.
You can also click the Interactive fill tool in the toolbox and use the controls on the property bar.
You can also skew or rotate tiles by clicking the Interactive fill tool in the toolbox, selecting an object, and dragging the skewing
or rotation handles to change the appearance of the pattern.
You can change the tile size of texture fills. Increasing the resolution of a texture tile increases the accuracy of the fill. You can also specify
exactly where these fills begin by setting the tile origin. CorelDRAW also lets you offset tiles in a fill. Adjusting the horizontal or vertical
position of the first tile, relative to the top of the object, affects the rest of the fill.
You can also rotate or skew the fill, adjust the tile size, and change the center of the texture.
Texture fills can enhance a drawing. However, they also increase the size of a file and the time it takes to print, so you may want to use them
in moderation.
You can also apply a texture fill by clicking the Interactive fill tool in the toolbox, clicking the Texture fill button on the property
bar, and using the controls on the property bar.
7 In the Edit fill dialog box, perform an action from the following table.
To Do the following
Arrange the tiles so that alternating tiles are reflections of each Click Transformations, and click the Mirror tiles horizontally
other
or the Mirror tiles vertically button .
Change the size of the fill Click Transformations, and type values in the Fill width and Fill
height boxes.
Move the center of the fill up, down, left, or right Click Transformations, and type values in the X and Y boxes.
Rotate the fill at a specified angle Click Transformations, and type a value in the Rotate box.
Slant the fill at a specified angle Click Transformations, and type a value in the Skew box.
Specify a row or column offset as a percentage of the tile’s width Click Transformations, and click the Row offset or the Column
or height
offset button . Type a value in the % of tile box.
Apply object changes to the texture fill Click Transformations, and enable the Transform with object
check box.
Specify the bitmap resolution of the texture fill Click Options, and type a value in the Bitmap resolution box.
Apply the selected fill to the intersecting area of combined objects Enable the Fill winding check box.
Save the texture fill Click the Save texture button , and type a name in the Texture
name box in the Save texture as dialog box. Choose a library from
the Library name list box.
You can modify the texture you choose from the texture library and save it to another library, but you cannot save textures to or
overwrite textures in the texture library.
When you apply a PostScript texture fill, you can change several properties, such as the size, line width, and the amount of gray that appears
in the texture’s foreground and background.
If you want to change the fill properties, click the Edit fill button , and specify the settings you want.
You can also apply a PostScript fill by clicking the Interactive fill tool , clicking the PostScript fill button on the property bar, and
choosing a fill from the PostScript fill textures list box.
Mesh fills were applied to the original drawing (left) to give it a realistic look (right).
A mesh fill can be applied only to closed objects or a single path. If you want to apply a mesh fill to a complex object, you must first create a
mesh-filled object and combine it with the complex object to form a PowerClip object. For more information about working with PowerClip
objects, see “Creating PowerClip objects” on page 166.
You can add color to a patch of a mesh fill and to the individual intersection nodes. You can also choose to mix colors for a more blended
appearance.
In addition, you can smooth the color in a mesh fill to reduce the appearance of hard edges. You can also reveal objects underneath a
selected area by applying transparency to the mesh fill.
Add a node or an intersection Click once within a grid, and click the Add intersection button
on the property bar.
Remove a node or an intersection Click a node, and click the Delete nodes button on the
property bar.
Remove the mesh fill Click the Clear mesh button on the property bar.
If the mesh object contains color, adjusting the intersection nodes of the mesh affects how the colors blend together.
You can also marquee select or freehand marquee select nodes to shape an entire area of the mesh. To marquee select nodes, choose
Rectangular from the Selection mode list box on the property bar, and drag around the nodes that you want to select. To freehand
select nodes, choose Freehand from the Selectionmode list box, and drag around the nodes that you want to select. Holding down
Alt while dragging lets you toggle between the Rectangular and Freehand selection modes.
You can add an intersection or a node by double-clicking in a space, or you can add a single line by double-clicking a line.
Color a node in a mesh fill Click a node, and click a color on the color palette.
You can also drag a color from the color palette to a node.
Mix a color in a mesh fill Select part of the mesh, press Ctrl, and click a color on the color
palette.
You can also marquee select or freehand marquee select nodes to apply a color to an entire area of the mesh. To marquee select
nodes, choose Rectangular from the Selection mode list box on the property bar, and drag around the nodes that you want to
select. To freehand select nodes, choose Freehand from the Selectionmode list box on the property bar, and drag around the nodes
that you want to select. Holding down Alt while dragging lets you toggle between the Rectangular and Freehand selection modes.
3 Make sure that the Smooth mesh color button on the property bar is enabled.
In the example above, the original spiral object is duplicated and offset,
resulting in enclosed areas that can be filled by using the Smart fill tool.
Because the Smart fill tool creates a path around the area, it essentially creates a new object that can be filled, moved, copied, or edited.
This means that the tool can be used in one of two ways: to fill an area or to create a new object from an area.
Although primarily used to fill areas, the Smart fill tool can also be used to create new objects. In the example above, the
original objects — the two spirals (left) — are deleted (right), but the fill remains because each filled area is actually an object.
You can apply the default fill and outline to the area, use the property bar to specify a specific fill color and outline, or create an outline with
no fill.
When you use the Smart fill tool on areas that already have fills applied to them, remember the following:
• An object with transparency applied to it is considered completely transparent —paths under any area of the object are detected,
regardless of whether the specific area appears opaque.
• PostScript fills are considered transparent — paths under any area of a PostScript fill are detected.
• All fills other than PostScript fills are considered opaque — paths under these fills are not detected.
A new object is created from the enclosed area, and the selected fill and outline options on the property bar are applied to it. The new
object appears on top of the existing objects in the layer.
The outline width is centered on an object’s path. Because the Smart fill tool detects paths, not outlines, thick outlines appear
partially covered by the new object. You can uncover the original outlines by changing the stacking order of the objects. For
information about changing the stacking order of objects, see “To move an object in the stacking order” on page 209.
If you want to apply the same fill to other objects or simultaneously modify the fill attributes of multiple objects in a drawing, you can save
the fill settings as a style. For more information about styles, see “Working with styles and style sets” on page 423.
You can also change the default fill color by editing the default style sets in the Object styles docker. For more information, see
“Managing default object properties” on page 427.
To remove a fill
1 Select an object.
2 Click Object Object properties.
3 In the Object properties docker, click the No fill button .
You cannot remove mesh fills by following this procedure. To remove a mesh fill from an object, select the object by using the Mesh
fill tool, and click the Clear mesh button on the property bar.
You can also sample the color of an existing object and apply the sampled color to another object as a uniform fill. For more
information, see “To sample a color” on page 254.
When you apply a transparency to an object, you make the objects beneath it partially visible. You can apply transparencies by using the
same kind of fills you apply to objects; that is, uniform, fountain, texture, and pattern. For more information about these fills, see “Filling
objects” on page 265.
CorelDRAW also lets you specify how the color of the transparent object combines with the color of the object beneath it by using merge
modes.
You can click a color on the color palette to apply a color to the transparency.
To apply the transparency only to the fill or the outline of the object, click the Fill button or the Outline button .
You can also click the Transparency tool in the toolbox and use the controls on the property bar.
You can choose fountain transparencies from a personal library or from the Content Exchange. You can browse the available transparency
patterns, search by keyword, mark patterns as favorites, vote for patterns that you like, or copy patterns from the Content Exchange to your
personal library. For more information, see “Managing fills and transparencies” on page 291.
You can create a fountain transparency by adding and removing nodes, and specifying a transparency value for each node. You can also
reverse, mirror, resize, or skew a fountain transparency, or apply other transformations.
After you create a fountain transparency, you can save it for future use or share it with other users on the Content Exchange. For more
information, see “Saving and sharing fills and transparencies” on page 293.
To apply the transparency only to the fill or the outline of the object, click the Fill button or the Outline button in the
Transparency area of the Object properties docker.
To modify the transparency, click the Edit transparency button in the Object properties docker, and specify the settings you
want.
You can also click the Transparency tool in the toolbox and use the controls on the property bar.