Blocos de dados

The base unit for any Blender project is the data-block. Examples of data-blocks include: meshes, objects, materials, textures, node trees, scenes, texts, brushes, and even Workspaces.

../_images/files_data-blocks_outliner-blender-file-view.png

Blender File view of the Outliner.

A data-block is a generic abstraction of very different kinds of data, which features a common set of basic features, properties and behaviors.

Algumas características em comum:

  • Eles são os conteúdos elementares dos arquivos Blender.

  • They can reference each other, for reuse and instancing. (Child/parent, object/object-data, materials/images, in modifiers or constraints too…)

  • Their names are unique within a blend-file, for a given type.

  • Eles podem ser adicionados, removidos, editados e duplicados.

  • Eles podem ser vinculados entre arquivos (opção habilitada somente para um conjunto limitado de blocos de dados).

  • Eles podem ter seus próprios dados de animação.

  • They can have Propriedades personalizadas.

User will typically interact with the higher level data types (objects, meshes, etc.). When doing more complex projects, managing data-blocks becomes more important, especially when inter-linking blend-files. The main editor for that is the Outliner.

Not all data in Blender is a data-block, bones, sequence strips or vertex groups e.g. are not, they belong to armature, scene and mesh types respectively.

Tipos de blocos de dados

Para referência, apresentamos aqui uma tabela de tipos de blocos de dados armazenados em arquivos Blender.

Vinculações

A vinculação a bibliotecas, suporta também o vínculo a outros arquivos Blender.

Pack

File Packing, supports file contents being packed into the blend-file (not applicable for most data-blocks which have no file reference).

Tipo

Vinculações

Pack

Descrição

Action

|nenhum|

Stores animation F-Curves. Used as data-block animation data, and the Nonlinear Animation editor.

Armature

|nenhum|

Skeleton used to deform meshes. Used as data of armature objects, and by the Armature Modifier.

Brush

|nenhum|

Used as brush assets in sculpt and paint modes.

Cache File

|nenhum|

Used by Mesh Cache modifiers.

Camera

|nenhum|

Used as data by camera objects.

Collection

|nenhum|

Group and organize objects in scenes. Used to instance objects, and in library linking.

Curve

|nenhum|

Used as data by curve, font & surface objects.

Curves

|nenhum|

New curve data type (replacing curve).

Font

References font files. Used by curve object-data of text objects.

Grease Pencil

|nenhum|

2D/3D sketch data used by Grease Pencil objects. Used as overlay helper info, by the 3D Viewport, Image, Sequencer & Movie Clip editors.

Grease Pencil v3

|nenhum|

2D/3D sketch data used by Grease Pencil objects. Used as overlay helper info, by the 3D Viewport, Image, Sequencer & Movie Clip editors.

Image

Image files. Used by shader nodes and textures.

Key (Shape Keys)

|nenhum|

Geometry shape storage, which can be animated. Used by mesh, curve, and lattice objects.

Lattice

|nenhum|

Grid based lattice deformation. Used as data of lattice objects, and by the Lattice Modifier.

Library

References to an external blend-file. Access from the Outliner’s Blender File view.

Light

|nenhum|

Used as object data by light objects.

Light Probe

|nenhum|

Help achieve complex real-time lighting in EEVEE.

Line Style

|nenhum|

Used by the Freestyle renderer.

Mask

|nenhum|

2D animated mask curves. Used by compositing nodes & sequencer strip.

Material

|nenhum|

Set shading and texturing render properties. Used by objects, meshes & curves.

Mesh

|nenhum|

Geometry made of vertices/edges/faces. Used as data of mesh objects.

Metaball

|nenhum|

An isosurface in 3D space. Used as data of metaball objects.

Movie Clip

Reference to an image sequence or video file. Used in the Movie Clip editor.

Node Tree

|nenhum|

Groups of re-usable nodes. Used in the node editors.

Object

|nenhum|

An entity in the scene with location, scale, rotation. Used by scenes & collections.

Paint Curve

|nenhum|

Stores a paint or sculpt stroke. Access from the paint tools.

Palette

|nenhum|

Store color presets. Access from the paint tools.

Particle

|nenhum|

Particle settings. Used by particle systems.

Point Cloud

|nenhum|

Collection of points in 3D space.

Scene

|nenhum|

Primary store of all data displayed and animated. Used as top-level storage for objects & animation.

Screen

|nenhum|

Low level user interface storage.

Sound

Reference to sound files. Used as data of speaker objects.

Speaker

|nenhum|

Sound sources for a 3D scene. Used as data of speaker object.

Text

Text data. Used by Python scripts and OSL shaders.

Texture

|nenhum|

2D/3D textures. Used by brushes and modifiers.

Volume

|nenhum|

Volumetric objects used to contain grids of data.

Window Manager

|nenhum|

The overarching manager for all of Blender’s user interface. Includes Workspaces, notification system, operators, and keymaps.

Workspace

|nenhum|

UI layout. Used by each window, which has its own workspace.

World

|nenhum|

Define global render environment settings.

Life Time

Every data-block has its usage counted (reference count), when there is more than one, you can see the number of current users of a data-block to the right of its name in the interface. Blender follows the general rule that unused data is eventually removed.

Since it is common to add and remove a lot of data while working, this has the advantage of not having to manually manage every single data-block. This works by skipping zero user data-blocks when writing blend-files.

Protected

Devido ao fato dos blocos de dados sem quaisquer usuários (ou usuários zero) não ser salvos, existem muitas ocasiões onde você poderá querer forçar o mantenimento desses dados independentemente de haver ou não usuários.

If you are building a blend-file to serve as a library of assets that you intend to link to and from other files, you will need to make sure that they do not accidentally get deleted from the library file.

To protect a data-block, use the button with the shield icon next to its name. The data-block will then never be silently deleted by Blender, but you can still manually remove it if needed.

Nota

Linked data cannot be protected that way.

Name & Rename

Data-blocks names are unique within their namespace. A data-block namespace is defined by its type, and the blendfile it is stored in.

This means that there can be for example an Object and a Mesh named the same, but there cannot be two local objects named the same in a blendfile. However, it is possible to have one local and several linked Objects sharing the same name.

Data-block names have a fixed length of 255 bytes, i.e. 255 basic ASCII characters, or less when using diacritics or non-latin glyphs (the UTF8 encoding will then typically use more than one byte per character).

When Blender has to name a new data-block, or rename an existing one, it will check for name collisions. If a data-block with the same name already exists, the (re)named data-block will get a numeric extension added as a post-fix to its “root name”, like e.g. .001. The first available index is used (up to the 999 value, after that the postfix index values are simply incremented until no collision happens anymore).

In case adding the numeric suffix would make the data-block name too long, the root name part will be shortened as needed.

Blender will never rename another data-block when doing automatic naming. So e.g. when adding a new Cube object and there are already Cube and Cube.001 local objects, the new one will be named Cube.002.

Local data-blocks can be renamed by the user in several places in the UI (like the ID selection widget, or the Outliner view). When renamed from the UI, the behavior in case of name collision is as follow:

  • If the original root name is different than in the new requested name, the renamed data-block gets the first available numerical suffix.

    • E.g. assuming that there are three objects named Sphere, Cube and Cube.001, renaming Sphere to Cube will rename the data-block to Cube.002.

  • If the original root name is the same as in the new requested name, the renamed data-block gets the requested name, and the conflicting of data-block is renamed accordingly.

    • E.g. assuming that there are three objects named Sphere, Cube and Cube.001, renaming Cube.001 to Cube will rename the data-block to Cube, and the other data-block to Cube.001.

Dot-Prefixed Names (Hidden Data)

Data-block names that begin with a dot (.) are considered hidden.

Hidden data-blocks:

  • Are not shown in File Browsers by default.

  • Are hidden in most data-block selection menus.

  • Are commonly used for internal, temporary, or helper data.

This naming convention is useful for marking implementation details that should not normally be selected or edited directly by users.

Hidden data-blocks can be made visible through user preferences:

Even when hidden in the interface, dot-prefixed data-blocks behave like any other data-block in terms of linking, usage counting, and saving.

Sharing

Data-blocks can be shared among other data-blocks.

Exemplos onde o compartilhamento de dados é comum:

  • Compartilhando texturas entre materiais.

  • Compartilhando malhas entre objetos (instâncias).

  • Compartilhando ações animadas entre objetos, por exemplo para fazer com que todas as luzes tenham seu brilho reduzido ao mesmo tempo.

You can also share data-blocks between files, see linked libraries.

Making Single User

When a data-block is shared between several users, you can make a copy of it for a given user. To do so, click on the user count button to the right of its name. This will duplicate that data-block and assign the newly created copy to that usage only.

Nota

Objects have a set of more advanced actions to become single-user, see their documentation.

Removendo blocos de dados

As covered in Life Time, data-blocks are typically removed when they are no longer used. They can also be manually unlinked or deleted.

Unlinking a data-block means that its user won’t use it anymore. This can be achieved by clicking on the «X» icon next to a data-block’s name. If you unlink a data-block from all of its users, it will eventually be deleted by Blender as described above (unless it is a protected one).

Deleting a data-block directly erases it from the blend-file, automatically unlinking it from all of its users. This can be achieved by Shift-LMB on the «X» icon next to its name.

Aviso

Deleting some data-blocks can lead to deletion of some of its users, which would become invalid without them. The main example is that object-data deletion (like mesh, curve, camera…) will also delete all objects using it.

Those two operations are also available in the context menu when RMB-clicking on a data-block in the Outliner.