Fusion Guide
beginner9 min read

Decals and Texture Map Controls

Place logos and labels with Decal, and tune tiling, scale and rotation of texture images with Texture Map Controls.

Overview#

Real products carry logos, labels, warning stickers and printed graphics. In Fusion you add these with Decals: an image placed on a face and projected onto it. Decals are separate from appearances, so you can add a logo to a product without creating a new appearance for it.

A related tool, Texture Map Controls, adjusts how an image texture inside an appearance (wood grain, fabric weave, carbon fibre) is scaled and oriented on a body. Together the two tools provide the surface detail that makes renders believable.

Both are visual only. They do not change geometry, mass or manufacturing output.

Where to find it#

  • Decal: Render workspace > Setup > Decal.
  • Texture Map Controls: Render workspace > Setup > Texture Map Controls.
  • Browser: a Decal folder with the image is added to the browser when you finish a decal.

Step by step#

Place a decal#

  1. In the Render workspace choose Setup > Decal.
  2. In the Decal dialog, navigate to an image and click Insert. (Autodesk does not list supported image types; PNG with transparency is a common choice for cutout logos.)
  3. Select the face to receive the decal. Unlike Attached Canvas, Decal can place an image on a curved face.
  4. Use the manipulators or enter values to set opacity, position and scale, and to flip horizontally or vertically.
  5. Select Chain Faces to chain tangent faces so the image wraps.
  6. Click OK. A Decal folder with the image appears in the Browser.

Edit or remove a decal#

  1. Expand the Decals folder in the Browser.
  2. Double-click the decal (or right-click > Edit Decal) to modify it.
  3. Right-click > Delete to remove it. Deleting the decal does not delete the image file on disk.

Adjust texture mapping#

  1. Make sure the body uses an appearance with an image (for example a wood appearance).
  2. Choose Setup > Texture Map Controls and select the body.
  3. Choose the Projection Type: Automatic (uses topology), Box (repeats on each side), Cylindrical (with a capped or uncapped option), Planar (undistorted only on faces normal to the projection) or Spherical (compresses at the poles). 3D Texture is available only for Wood (Solid) appearances.
  4. Select the Axis (not offered for Automatic and Box) and set the Mapping Transform; Reset returns the map to the body's bounding box.
  5. Click OK.

Options reference#

OptionWhat it doesNotes/default
ImageThe picture used for the decalChosen with Insert; resolution guidance below is general, not Autodesk data
Face selectionTarget surface(s)Can accept several faces
Chain Faces (Decal)Chains tangent faces to wrap the imageOff by default is not stated
Projection Type (Texture Map Controls)Automatic, Box, Cylindrical, Planar, Spherical, 3D Texture3D Texture only for Wood (Solid)
ScaleSize of the decalManipulator or dialog values
PositionPlacement on the faceManipulator or dialog values
FlipFlips horizontally or verticallyUseful when a decal appears reversed
OpacityVisibility of the decalDialog value
Mapping Transform (texture controls)Positions the texture on the bodyReset returns to the bounding box

Tips and pitfalls#

Tip: Prepare artwork before bringing it in. A logo with a transparent background should be saved as PNG. Crop the canvas tightly so the decal bounds equal the artwork bounds, which makes alignment easier.

Tip: For the sharpest labels, start with an image of at least 2000 pixels on the long side if the decal will be large in the final render. Low-resolution images blur on close-up camera shots.

Warning: Decals are projected onto the selected face. On strongly curved faces the image stretches. Flat labels on cylinders can be placed, but wide labels will distort at the edges. Reduce the size or split the artwork.

Warning: Decals ride with the component they belong to. If you move a component with a decal in an assembly, it moves too, but if you apply the decal in the parent assembly to a face of a child, the decal may not follow when you replace the child. Place the decal in the component that owns the face.

Note: not confirmed in Autodesk's documentation: which display settings are needed for decals to appear. If a decal is missing, check the face, visibility and Render workspace display.

Tip: Use a decal for printed graphics and an appearance with a bump texture for raised or engraved text. If you want legible, physically accurate engravings or embossing for manufacturing, model them with Emboss, a sketch Text extrusion, or similar solid tools instead.

Additional guidance:

  • Keep a library of brand assets (logo PNG at a few sizes) in a project folder on the Fusion Team data panel, so you can reuse the same artwork in every design.
  • Autodesk's Decal topic lists opacity, position, scale and flip; it does not list a rotation field, so use the manipulators to rotate.
  • For wrapped labels on bottles, create a surface face segment that is flat enough (or use a texture on an appearance with mapping set to Cylinder) rather than a decal.
  • Test at final resolution in the in-canvas render. Small text that looks fine on the canvas may be unreadable in the final image.
  • Turn on a lighter environment to check decal contrast, because an all-white logo on a pale surface disappears.

How texture controls differ from decals#

A decal is a single, placed image with a defined boundary. Texture mapping repeats an image across a whole body, like wallpaper. Use decals for stickers and graphics, and use texture controls for patterns. A common workflow combines the two: a wood appearance with texture controls to align the grain, plus a brand decal burned into one face.

Transparency and shape cutouts#

If you want a label with a non-rectangular outline, use a PNG with transparent areas. Anti-aliased edges generally render cleanly. If you see a white halo, the image was saved with premultiplied alpha issues; re-export it with a transparent background and no matte color.

Worked example: sizing artwork for a label#

Suppose a 40 mm wide logo decal will be seen in a 1920 pixel wide render where the product fills about 1400 pixels and is 200 mm wide. The decal then covers 40 / 200 x 1400 = 280 pixels across. Any source image at least 280 pixels wide would be sharp at that framing, but you will want margin for crops and close-ups: at a 3x close-up the decal covers 840 pixels, so a 1000 to 2000 pixel wide source is the sensible target. A 4000 pixel wide source adds file size without visible gain. The same logic applies to texture images: if a 600 mm wide wood panel uses a 1500 pixel texture that tiles once, each pixel represents 0.4 mm, which is fine; if the same image is stretched over a 6 m wall, each pixel is 4 mm and the grain looks blurry.

Decal behavior in more detail#

  • Planar projection: the decal is projected straight onto the face along its normal. On a flat face it is exact. On a curved face, features at the edges stretch, as in the warning above. As a rule of thumb, a label wider than about a third of the cylinder's diameter will visibly distort.
  • Multiple faces: a decal can span several faces in a continuous region, and the image continues across the edge. If the faces are not coplanar, expect a visible bend line.
  • Transparency: PNG alpha is honored. A decal on a transparent glass body shows over the glass, which is useful for printed lettering.
  • Order of operations: a decal sits on top of the appearance. Changing the appearance later keeps the decal; changing the face geometry, for example splitting the face, may detach the reference. If a decal disappears after a design change, edit it and reselect the face.
  • Several decals on the same face: overlapping decals stack in creation order. Edit the later decal to nudge it clear rather than deleting the first.

Texture Map Controls: practical values#

TaskSettingTypical value
Wood grain along the long axis of a boardRotation0 or 90 degrees, depending on the image orientation
Make wood look like larger planksScaleIncrease the scale to 150 percent to 200 percent
Make carbon fiber weave match a real 2 x 2 twillScalePick a weave cell of 4 to 6 mm and match by eye against a photo
Hide visible tilingOffset on adjoining faces, or choose a larger textureOffset by an irrational-looking fraction such as 0.37 of the tile
Fabric across a curved cushionMapping styleBox or Sphere style, not Planar

If your image is "seamless" (made to tile) the repeats will not show. If it is not, tiling shows a grid at the same spacing everywhere; the cure is a larger single image or a different mapping, not heavy blur.

Failure modes and fixes#

SymptomLikely causeFix
Decal appears mirroredYou are viewing a face from behind, or the mapping is flippedUse Flip in the dialog
White box around logoThe image has an opaque white backgroundRe-export with transparency and no matte
Logo too blurrySource resolution too low for the cameraUse a larger image, or reduce the decal size
Decal missing in render onlyDecal hidden with its parent component, or on a hidden bodyCheck Browser visibility of the owner component
Wood grain runs the wrong way on one partTexture orientation is per bodyOpen Texture Map Controls for that body and rotate 90 degrees
Texture stretches on a filletPlanar projection onto a rounded surfaceChange the mapping style or split the faces

Workflow advice#

Build the artwork library before you start. Save each logo as a transparent PNG at 2000 pixels on the long side and name it by use ("logo-white.png", "logo-black.png", "warning-triangle.png"). Place decals last in the workflow, after the appearances are final, because an appearance change that alters brightness can make a white logo vanish. Use the live preview to check legibility at the actual camera distance, and test dark and light versions of the logo against the final surface color.

Remember that decals are visual only. If the physical product must carry laser-etched or embossed text, model it as geometry in the Design workspace. A common trap is sending a rendering of a decal to a customer and then discovering that the machine shop has nothing to cut from.

Practice exercise#

  1. Create a 100 x 60 x 10 mm plate and apply an oak or similar wood appearance.
  2. Open Texture Map Controls, rotate the grain 90 degrees so it runs along the 60 mm side, then set the scale to 150 percent. Record both values.
  3. Prepare or download a PNG logo with a transparent background about 1500 pixels wide. Add it as a decal on the top face, 30 mm wide, centered.
  4. Add a second, smaller decal 8 mm wide near a corner, rotated 90 degrees, and confirm it is readable in the live preview at the hero camera.
  5. Create a 40 mm diameter, 80 mm tall cylinder and place the 30 mm decal on it. Note the distortion, then reduce the width to 12 mm and compare.
  6. Replace the logo with a version that has an opaque white background and observe the halo; replace again with the transparent version.
  7. Expected result: grain direction changes visibly, the first logo is crisp, the cylinder shows distortion that shrinks as the decal narrows, and the halo disappears with the transparent PNG.
  • Appearances and Physical Materials
  • In-Canvas Render
  • Tips for Photoreal Output

Sources

Checked against these Autodesk help topics (opens autodesk.com):

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