Imagen o película¶
The term Image Texture simply means that a graphic image, which is a pixel grid composed of R, G, B, and sometimes Alpha values. It is used as the input source to the texture. As with other types of textures, this information can be used in a number of ways, not only as a simple «decal».
Video textures are a some kind of Image textures and based on movie file or sequence of successive numbered separate images. They are added in the same way that image textures are.
When the Texture Type Image or Movie is selected, three new panels present themselves allowing to control most aspects of how image textures are applied: Image, Image Sampling, and Image Mapping.
Acerca de la texturización basada en imágenes¶
Texture images take up precious memory space, often being loaded into a special video memory bank that is very fast and very expensive, so it is often very small. So, keep the images as small as possible. A 64×64 image takes up only one fourth the memory of a 128×128 image.
For photorealistic rendering of objects in animations, often larger image textures are used, because the object might be zoomed in on in camera moves. In general, you want to use a texture sized proportionally to the number of pixels that it will occupy in the final render. Ultimately, you only have a certain amount of physical RAM to hold an image texture and the model and to provide workspace when rendering your image.
For the most efficient memory usage, image textures should be square, with dimensions as powers of 2, such as 32×32, 64×64, 128×128, 256×256, 1024×1024, 2048×2048, and 4096×4096.
If you can reuse images across different meshes, this greatly reduces memory requirements. You can reuse images if you map those areas of the meshes that «look alike» to a layout that uses the common image.
When using file textures, it is very important that you have Mapped the UVs of the mesh, and they are laid out appropriately.
You do not have to UV map the entire mesh. The sphere above on the left has some faces mapped, but other faces use procedural materials and textures. Only use UV textures for those portions of your mesh where you want very graphic, precise detail. For example, a model of a vase only needs UV texture for the rim where decorative artwork is incorporated. A throw pillow does not need a different image for the back as the front; in fact many throw pillows have a fabric (procedural material) back.
As another example, you should UV map both eyes of a head to the same image (unless you want one bloodshot and the other clear). Mapping both sides of a face to the same image might not be advisable, because the location of freckles and skin defects are not symmetrical. You could of course change the UV map for one side of the face to slightly offset, but it might be noticeable. Ears are another example where images or section of an image can be mapped to similar faces.
Opciones¶
- Imagen
El Menú de bloque de datos de la imagen.
Alfa¶
Use the alpha channel information stored in the image. Where the alpha value in the image is less than 1.0, the object will be partially transparent and things behind it will be visible. Works with image formats that store transparency information.
- Calcular
Calculate an alpha based on the RGB values of the Image. Black (0, 0, 0) is transparent, white (1, 1, 1) opaque. Enable this option if the image texture is a mask. Note that mask images can use shades of gray that result in semi-transparency, like ghosts, flames, and smoke/fog.
- Invertir
Reverses the alpha value. Use this option if the mask image has white where you want it transparent and vice versa.
Mapeo¶

El panel Mapeo.¶
In the Mapping panel, you can control how the image is mapped or projected onto the 3D model.
- Invertir ejes
Rotará la imagen 90° en sentido antihorario al ser procesada.
- Extensión
How the image is extrapolated beyond its original bounds.
- Extender:
Outside the image the colors of the edges are extended.
- Clip:
Clip to image size and set exterior pixels as transparent. Outside the image, an alpha value of 0.0 is returned. This allows you to “paste” a small logo on a large object.
- Recortar (cubo):
Clips to cubic-shaped area around the images and sets exterior pixels as transparent. The same as Clip, but now the “Z” coordinate is calculated as well. An alpha value of 0.0 is returned outside a cube-shaped area around the image.
- Repetir:
The image is repeated horizontally and vertically.
- Repetición en X, Y
X/Y repetition multiplier.
- Simetrizar X, Y
Mirror on X/Y axes. These buttons allow you to map the texture as a mirror, or automatic flip of the image, in the corresponding X and/or Y direction.
- Damero:
Checkerboards quickly made. You can use the option size on the Mapping panel as well to create the desired number of checkers.
- Celdas Pares/Impares
Set even/odd tiles.
- Distancia
Governs the distance between the checkers in parts of the texture size.
Recortar¶
- Mínimo X, Y / Máximo X, Y
The offset and the size of the texture in relation to the texture space. Pixels outside this space are ignored. Use these to crop, or choose a portion of a larger image to use as the texture.
Muestreo¶
In the Sampling panel you can control how the information is retrieved from the image.

El panel Muestreo.¶
- Interpolación
This option interpolates the pixels of an image. This becomes visible when you enlarge the picture. By default, this option is on. Turn this option off to keep the individual pixels visible and if they are correctly anti-aliased. This last feature is useful for regular patterns, such as lines and tiles; they remain “sharp” even when enlarged considerably. Turn this image off if you are using digital photos to preserve crispness.
- Mapas MIP
Los Mapas MIP son texturas precalculadas, más pequeñas y filtradas para un cierto tamaño. Se generará una serie de imágenes, cada una a la mitad del tamaño de la anterior. Esto permitirá optimizar el proceso de filtrado. De forma predefinida, esta opción se encontrará activa para acelerar el procesamiento. Cuando se desactive, generalmente se obtendrá una imagen con mayor definición, aunque esto podría aumentar significativamente el tiempo de cálculo, cuando la dimensión de filtrado (ver más abajo) se torne grande. Sin mapas MIP, se podrían obtener imágenes que variaran al ser vistas desde diferentes ángulos de cámara, sobre todo cuando las texturas se tornaran muy pequeñas. Este defecto será especialmente notable durante una animación.
- Filtro gaussiano
Usado en conjunto con los mapas MIP, permitirá lograr que los mapas MIP sean más pequeños en base a la similitud de sus colores. En los motores de juegos se querrá que las texturas (especialmente los mapas MIP) sean lo más pequeñas posibles, para aumentar la velocidad del procesamiento y de reproducción de la acción (fps).
- Tipo de filtro
Filtro de textura a ser usado para el muestreo de imagen. Así como un píxel representa al elemento mínimo de una imagen, un téxel representa al elemento mínimo de una textura. Cuando una textura (en espacio 2D) es mapeada sobre un modelo 3D (espacio 3D), podrán usarse diferentes algoritmos para calcular un valor para cada píxel, basado en las muestras tomadas de los distintos téxeles.
- Caja:
A fast and simple nearest-neighbor interpolation known as Monte Carlo integration.
- EWA (Elliptical Weighted Average o Promedio elíptico ponderado):
One of the most efficient direct convolution algorithms developed by Paul Heckbert and Ned Greene in the 1980s. For each texel, EWA samples, weights, and accumulates texels within an elliptical footprint and then divides the result by the sum of the weights.
- Excentricidad
Maximum Eccentricity. Higher values give less blur at distant/oblique angles, but is slower.
- FELINE (Fast Elliptical Lines o Líneas elípticas rápidas):
Uses several isotropic probes at several points along a line in texture space to produce an anisotropic filter to reduce aliasing artifacts without considerably increasing rendering time.
- Sondas de luz
Number of probes to use. An integer between 1 and 256. Further reading: McCormack, J; Farkas, KI; Perry, R; Jouppi, NP (1999) Simple and Table Feline: Fast Elliptical Lines for Anisotropic Texture Mapping, WRL
- Área:
Area filter to use for image sampling.
- Excentricidad
Maximum Eccentricity. Higher values give less blur at distant/oblique angles, but is slower.
- Tamaño
The filter size used in rendering, and also by the options Mip Map and Interpolation. If you notice gray lines or outlines around the textured object, particularly where the image is transparent, turn this value down from 1.0 to 0.1 or so.
- Tamaño mínimo
Use Filter Size as a minimal filter value in pixels.