Impostazioni Immagine
Image Panel
- Immagine
Data-block menu.
- New
+
The New Image button opens a pop-up to configure a Generated image.
- New
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.
- 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.