Image Settings

Image Panel

Image

Data-block menu.

New +

The New Image button opens a pop-up to configure a Generated image.

Source

See about Supported Graphics Formats.

Single Image

Still image or a single frame.

Image Sequence

Each frame is stored in a separate file. How to Opening an Image Sequence. For options see Movie below.

Movie

Frames packed into a container.

Frames

Sets the range of frames to use.

Match Movie Length

This button sets the movies frames to the length of the selected movie.

Start

Global starting frame of the sequence, when the playback should start. This is a global setting which means it affects all clip users such as the Movie Clip editor itself, motion tracking constraints and Compositor nodes.

Offset

Offsets the first frame of the clip. It adds an extra offset to the frame number when converting a scene frame to the frame number in the file name. This option does not affect tracking data or any other associated data.

Cyclic

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

Auto Refresh

Automatically refresh images on frame changes.

Deinterlace

Removes fields in a video file. For example, if it is an analog video and it has even or odd interlacing fields.

Generated

Image generated in Blender.

../../_images/editors_image_image-settings_generated-image-panel.png

Image panel for Generated source.

../../_images/editors_image_image-settings_generated-new-image.png

The New Image pop-up menu.

Width, Height

The size of image in pixels.

Color

Sets the fill color if creating a blank image.

Type
Blank:

Creates a Blank image of a single specified color.

UV Grid:

Creates a checkerboard pattern with a colored cross (+) in each square.

Color Grid:

Creates a more complex colored grid with letters and numbers denoting locations in the grid. It could be used for testing how the UVs have been mapped and to reduce stretching or distortion.

32-bit Float

Creates a 32-bit image. This is 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.

Tiled

Creates an image with support for UDIMs. This option creates the first 1001 tile; more tiles can be added later in the UDIM Tiles panel.

Common Options

File

Use for replacing or packing files.

Pack

Embed the resource into the current blend-file.

Path

Path to the linked file.

Open

Opens the File Browser to select a file from a drive.

Reload

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

Use Multi-View

See Multi-View.

Color Space

The Color Space the image file was saved in. Once loaded into Blender, the color will be treated as linear color. This option ensure the correct conversion to linear color is used.

Texture’s color, 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 on such values, no color space conversion should ever be applied. 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

Representation of the image’s Alpha Channel, to convert to and from when saving and loading the image. This option is only available if the input format support’s encoding transparency.

Straight:

Store RGB and alpha channels separately with alpha acting as a mask, also known as unassociated alpha. Commonly used by image editing applications and file formats like PNG. This preserves colors in parts of the image with zero alpha.

Premultiplied:

Store RGB channels with alpha multiplied in, also known as associated alpha. The natural format for renders and used by file formats like OpenEXR. This can represent purely emissive effects like fire correctly, unlike straight alpha.

Channel Packed:

Different images are packed in the RGB and alpha channels, and they should not affect each other. Channel packing is commonly used by game engines to save memory.

None:

Ignore alpha channel from the file and make image fully opaque.

Half Float Precision

Load the image as having only a Bit Depth of 16 bits per channel instead of 32 bits which saves memory.

View as Render

Applies color transform when displaying this image on the screen.