Sắp Đặt về Hình Ảnh -- Image Settings¶
Image Panel¶
- Hình Ảnh -- Image
Data-block menu.
- Tạo Mới -- New
+
The New Image button opens a pop-up to configure a Generated image.
- Tạo Mới -- New
Nguồn -- Source¶
See about supported Định Dạng Đồ Họa Hỗ Trợ -- Supported Graphics Formats.
Đơn Hình Ảnh -- Single Image¶
Still image or a single frame.
Trình Tự Hình Ảnh -- Image Sequence¶
Each frame is stored in a separate file. How to Mở một Trình Tự Hình Ảnh -- Opening an Image Sequence.
- Khung Hình -- Frame
A label showing the current frame.
- tùy chọn khác -- Further options
See Movie below.
Phim -- Movie¶
Frames packed into a container.
- Gộp Trường -- Deinterlace
Removes fields in a video file. For example, if it is an analog video and it has even or odd interlacing fields.
- Khung Hình -- Frame
- Khung Hình -- Frames
Sets the range of frames to use.
- Bắt Đầu -- 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.
- Dịch Chuyển -- 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.
- Tương Đồng với Độ Dài của Đoạn Phim -- Match Movie Length
This button sets the movies frames to the length of the selected movie.
- Tự Động Làm Tươi Mới Lại -- Auto Refresh
Automatically refresh images on frame changes.
- Tuần Hoàn -- Cyclic
Start over and repeats after the last frame to create a continuous loop.
Do Máy Sinh Tạo -- Generated¶
Image generated in Blender.
- Chiều Rộng, Chiều Cao -- Width, Height
The size of image in pixels.
- Màu Sắc -- Color
Sets the fill color if creating a blank image.
- Thể Loại -- Type
- Trơn -- Blank
Creates a Blank image of a single specified color.
- Đồ Thị UV -- UV Grid
Creates a checkerboard pattern with a colored cross (+) in each square.
- Đồ Thị Màu -- 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.
- 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.
- Tiled
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.
Tùy Chọn Chung -- Common Options¶
- Tập Tin -- File
Use for replacing or packing files.
- Đóng Gói -- Pack
Embed the resource into the current blend-file.
- Đường/Đi/Dẫn -- Path
Path to the linked file.
- Mở -- Open
Opens the File Browser to select a file from a drive.
- Nạp Lại -- Reload
Reloads the file. Useful when a file has been reworked in an external application.
- Không Gian Màu Sắc -- Color Space
-
- Đỏ/Lục/Lam tiêu chuẩn -- sRGB
Standard RGB display space.
- Tuyến Tính -- Linear
Linear 709 (full range). Blender native linear space.
- ACES Tuyến Tính -- Linear ACES
ACES linear space.
- XYZ
Standard linear XYZ space.
- Phi-Sắc Tính -- Non-Color
Color space used for images which contains non-color data (e.g. normal maps).
- Nguyên Thủy/Thô Sơ -- Raw
Same as Non-Color.
- Filmic Log
Intermediate log color space of Filmic view transform.
- Half Float Precision
Load the image as having only a Bit Depth of 16 bits per channel instead of 32 bits which saves memory.
- Hiển Thị như Bản Kết Xuất -- View as Render
Applies color transform when displaying this image on the screen.
- Dùng Đa Góc Nhìn -- Use Multi-View
See Multi-View.
- Alpha
Representation of alpha in the image file, to convert to and from when saving and loading the image. See 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.