.. (Todo move) to data_system: shared with Movie editor? ************** Image Settings ************** Image Panel =========== .. TODO2.8 .. figure:: /images/editors_uv-image_image_image-settings_movie-image-panel.png :align: right Image panel. Image Data-block menu. New ``+`` The *New Image* button opens a pop-up to configure a `Generated`_ image. Source ------ See about supported :doc:`/files/media/image_formats`. Single Image ^^^^^^^^^^^^ Still image or a single frame. Image Sequence ^^^^^^^^^^^^^^ Each frame is stored in a separate file. How to :ref:`image-formats-open-sequence`. Frame A label showing the current frame. Further options See `Movie`_ below. Movie ^^^^^ Frames packed into a container. Deinterlace Removes fields in a video file. For example, if it is an analog video and it has even or odd interlacing fields. Frame Frames Sets the range of frames to use. 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. Match Movie Length This button sets image's user's length to the one of selected movie. Auto Refresh Automatically refresh images on frame changes. Cyclic Start over and repeats after the last frame to create a continuous loop. .. _image-generated: Generated ^^^^^^^^^ Image generated in Blender. .. TODO2.8 .. list-table:: * - .. figure:: /images/editors_image_image-settings_generated-image-panel.png Image panel for Generated source. - .. figure:: /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. 32 bit Float / Float Buffer 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. 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. 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 :doc:`/editors/file_browser` to select a file from a drive. Reload Reloads the file. Useful when a file has been reworked in an external application. Color Space :term:`Color Space`. sRGB Standard RGB display space. Linear Linear 709 (full range). Blender native linear space. Linear ACES ACES linear space. XYZ Standard linear XYZ space. Non-Color Color space used for images which contains non-color data (e.g. normal maps). Raw Same as Non-Color. Filmic Log Intermediate log color space of Filmic view transform. View as Render Applies :doc:`color transform ` when displaying this image on the screen. Use Multi-View See :doc:`Multi-View `. Alpha Representation of alpha in the image file, to convert to and from when saving and loading the image. See :term:`Alpha Channel`. 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.