Introduction¶
Header¶
Controls¶
- Image
Data-block menu used for selecting images. When an image has been loaded or created in the UV/Image editor, the Image panel appears in the Properties region. See Image Settings.
- Render Result
- Viewer Node
- Pin Image
- Displays current image regardless of selected object.
Multi-Layer¶
When a rendered image is displayed in the UV/Image Editor, several new menu items become available.
- Slot
- You can save successive renders into the render buffer by selecting a new slot before rendering. If an image has been rendered to a slot, it can be viewed by selecting that slot. Empty slots appear as blank grids in the UV/Image editor. Use the J and Alt-J to cycle forwards and backwards through saved renders. The Slot Name field in the Display Panel allows you to rename a slot.
- Render Layer
- If you are using Render Layers, use this menu to select which layer is displayed.
- Render Pass
- If you are using Render Passes, use this menu to select which pass is displayed.
Channels¶
- Draw Channels
The radio buttons set which channels of the image are displayed.
- RGBA
- Replaces transparent pixels with background checkerboard, denoting the alpha channel.
- RGB
- Draw the colored image, without alpha channel.
- Alpha
- Displays the Alpha channel a grayscale image. White areas are opaque, black areas have an alpha of 0.
- Z-Buffer
- Display the depth from the camera, from Clip Start to Clip End, as specified in the Camera settings.
- Red, Green, Blue
- Single Color Channel visualized as a grayscale image.
Main View¶
When LMB dragging mouse the color under the cursor is shown in the footer as well the cursor position and the color values in the RGBA, HSV and Luminance color space.