图像设置

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Image tab.

Select the type of image to use. For images that come from files, see 支持的图像格式.

单张图像

A single, static image.

图像序列

An animation where each frame is stored in a separate file. See 打开图像序列. For options, see Movie below.

影片

A video file. Note that if you want to do motion tracking and video compositing rather than simply using the video as a texture, you should load it into the Movie Clip Editor instead.

Note

The options below are for preview purposes only; they don’t affect the 3D Viewport or the render. For that, see the 图像纹理着色器节点.

Note

Blender plays all videos at the scene framerate, not their original framerate, meaning they’ll be faster or slower than intended if these framerates don’t match up. To work around this, see the Offset field of the Image Texture Node linked above.

How many frames of the video to play. Past this point, the video will be paused (unless Cyclic is enabled).

  • 匹配影片长度

    Sets the Frames to the number of frames in the video file.

起始

Scene frame at which the video should start playing.

偏移量

Number of frames to offset the video to an earlier point in time. (Put differently: how many frames at the start of the video to skip.)

循环

Start over after the last frame to create a continuous loop.

自动刷新

Play the video in the Image Editor when the scene animation is playing. (The mouse cursor should be in the Image Editor or the Timeline when starting playback for this to work.)

反交错

Apply deinterlacing to interlaced (analog) video.

生成

Image generated by Blender.

X,Y,Z轴

The width and height of the image in pixels.

Float Buffer

Creates a 32-bit image. This has a larger file size, but holds much more color information than the standard 8-bit image. For close-ups and large gradients, it may be better to use a 32-bit image.

类型

  • 空白:

    Creates a blank image of a single specified color.

    UV栅格图:

    创建一个在每个正方形中带有彩色十字 (+) 的棋盘图案。

    彩色栅格图:

    Creates a more complex colored grid with letters and numbers denoting locations. It could be used to check for stretching or distortion in the UV mapping.

颜色

The fill color when creating a Blank image.

通用选项

文档

Used for replacing or packing files.

  • 打包(Pack)

    Embed the resource into the current blend-file. See 打包数据.

    路径

    关联文件的路径。

    打开

    打开 文件浏览器 以从驱动器中选择文件。

    重新载入

    Reloads the file. Useful when it has been reworked in an external application.

使用多视图

参见 多视图

色彩空间

The Color Space the image file was saved in. This is used for converting the image to linear color (which is the color space Blender works with).

Textures and final renders are often stored in sRGB, while OpenEXR images are stored in a linear color space. Some images such as normal, bump or stencil maps do not strictly contain “colors” and should never have a color conversion applied to them. For such images, the color space should be set to Non-Color.

The list of color spaces depends on the active OCIO config. The default supported color spaces are described in detail here: Default OpenColorIO Configuration.

Alpha

How the image uses its Alpha Channel. This option is only available if the image format supports transparency.

  • 直通型:

    分别存储RGB和alpha通道,使用alpha作为掩码,也称为没有关联的alpha。常用于图像编辑应用程序和PNG等文件格式。 这样可以保留部分图像中的颜色为零alpha。

    预乘型:

    存储与alpha相乘的RGB通道,也称为关联alpha。 渲染和由OpenEXR等文件格式使用的自然格式。 与直通型alpha不同,这可以正确地表示像火一样的自发光效果。

    通道打包:

    不同的图像打包在RGB和alpha通道中,它们不应相互影响。 游戏引擎通常使用通道打包来节省内存。

    无:

    忽略文件中的Alpha通道并使图像完全不透明。

半浮点精度

Load the image with a bit depth of only 16 bits per channel instead of 32, which saves memory.

预览为渲染结果

Apply the color management settings when displaying this image on the screen.

Seam Margin

The thickness of the margin around UV islands for texture painting to bleed into. This margin ensures that no unpainted pixels remain at the island border.

../../_images/editors_image_image-settings_seam-margin.png

Painting a stroke across a seam in 3D space makes it extend past the UV island borders in the texture, until it gets cut off at the margin.

A higher value will result in a thicker margin, which can be useful if you intend to create mipmaps of the texture. However, this may also reduce painting performance.

Note

This setting only affects Sculpt Mode, where texture painting support is currently experimental. In Texture Paint Mode, a fixed margin is used instead.