Impostazioni Immagine

Image Panel

Immagine

Data-block menu.

New +

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

Sorgente

See about Supported Graphics Formats.

Singola Immagine

Still image or a single frame.

Sequenza Immagini

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

Filmato

Frames packed into a container.

Fotogrammi

Sets the range of frames to use.

Abbina Lunghezza Filmato

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

Inizio

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.

Scostamento

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.

Ciclico

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

Auto Aggiornamento

Automatically refresh images on frame changes.

Deinterlaccia

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

Generata

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.

Colore

Sets the fill color if creating a blank image.

Tipo
Vuota

Creates a Blank image of a single specified color.

Griglia UV

Crea un motivo a scacchiera con una croce colorata (+) in ogni quadrato.

Colore Griglia

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.

Tassellato

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.

Opzioni Comuni

File

Use for replacing or packing files.

Pack

Embed the resource into the current blend-file.

Percorso

Percorso del file collegato.

Apri

Apre il File Browser per selezionare un file da un’unità.

Ricarica

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

Usa Visualizzazione Multipla

See Multi-View.

Spazio Colore

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

Trasparenza

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.

Dritto

Memorizza i canali RGB e alfa separatamente con l’alfa che funge da maschera, nota anche come alfa non associata. Comunemente utilizzato dalle applicazioni di modifica delle immagini e dai formati di file come PNG. Ciò preserva i colori in alcune parti dell’immagine con zero alfa.

Premoltiplicato

Memorizza i canali RGB con alfa moltiplicato, noto anche come alfa associato. Il formato naturale per i rendering e utilizzato da formati di file come OpenEXR. Questo può rappresentare correttamente effetti puramente emissivi come il fuoco, a differenza dell’alfa diretta.

Canale Compresso

Immagini diverse sono compresse nei canali RGB e alfa e non dovrebbero influenzarsi a vicenda. La compressione del canale viene comunemente utilizzata dai motori di gioco per risparmiare memoria.

None

Ignora il canale alfa dal file e rende l’immagine completamente opaca.

Precisione Half Float

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

Visualizza come Rendering

Applies color transform when displaying this image on the screen.