The Image Editor is where you can view/edit 2D assets like images or textures.
- Sample Tool
Used to sample a pixel’s color from anywhere within Blender.
- Sample Size
The dimensions of the square used to sample underlying pixels. If larger than 1 the resulting sample is an average of all underlying pixels.
See Annotations for more information.
Tools for controlling how the content is displayed in the editor. See Navigating.
Tools for opening and manipulating images. See Editing.
- Image Pin
You can save successive renders into the render buffer by selecting a new slot before rendering. If an image has been rendered to a slot, it can be viewed by selecting that slot. Empty slots appear as blank grids in the Image editor. Use the J and Alt-J to cycle forwards and backwards through saved renders. Alternatively you can use the number keys 1, 2, 3, etc, to select the slot with the corresponding number. A slot can be renamed by double clicking its name in the Image panel in the Sidebar.
- View Layer
If you are using View Layers, use this menu to select which layer is displayed.
- Render Pass
If you are using Render Passes, use this menu to select which pass is displayed.
- Viewport Gizmos
- Selectively show or hide specific gizmo controls that are displayed in the 2D viewport.
All gizmos can be hidden or shown at once with the toggle next to the pop-over arrow.
- Display Channels
Select what color channels are displayed.
- Color & Alpha:
Replaces transparent pixels with background checkerboard, denoting the alpha channel.
Display the colored image, without alpha channel.
Displays the Alpha channel a grayscale image. White areas are opaque, black areas have an alpha of 0.
Display the depth from the camera, from Clip Start to Clip End, as specified in the Camera settings.
- Red, Green, Blue:
Single Color Channel visualized as a grayscale image.
When LMB / RMB dragging mouse the color under the cursor is shown in the footer as well the cursor position and the color values in the RGBA, HSV and Luminance Color Model.