Nút Chất Liệu Hình Ảnh -- Image Texture Node

../../../_images/render_shader-nodes_textures_image_node.png

Image Texture Node.

The Image Texture is used to add an image file as a texture.

Đầu Vào -- Inputs

Vectơ -- Vector

Texture coordinate for texture look-up. If this socket is left unconnected, UV coordinates from the active UV render layer are used.

Tính Chất -- Properties

Image

Image data-block used as the image source. More settings can be found in Sidebar ‣ Item ‣ Properties: These include options to control the alpha channel along with addition options for the color space. These addition options are documented with the rest of Common Image Settings.

Không Gian Màu Sắc -- Color Space

Type of data that the image contains, either Color or Non-Color Data. For most color textures the default of Color should be used, but in case of e.g. a bump or alpha map, the pixel values should be interpreted as Non-Color Data, to avoid doing any unwanted color space conversions.

Nội Suy -- Interpolation

Method to scale images up or down for rendering.

Tuyến Tính -- Linear

Regular quality interpolation.

Lập Phương -- Cubic

Smoother, better quality interpolation. For bump maps this should be used to get best results.

Gần Nhất -- Closest

No interpolation, use only closest pixel for rendering pixel art.

Smart Cycles Only

Only for Open Shading Language. Use cubic interpolation when scaling up and linear when scaling down, for a better performance and sharpness.

Phóng Chiếu -- Projection

Projection to use for mapping the textures.

Bằng Phẳng -- Flat

Uses the XY coordinates for mapping.

Hình Hộp -- Box

Maps the image to the six sides of a virtual box, based on the normal, using XY, YZ and XYZ coordinates depending on the side.

Hòa Trộn -- Blend

For Box mapping, the amount to blend between sides of the box, to get rid of sharp transitions between the different sides. Blending is useful to map a procedural-like image texture pattern seamlessly on a model. 0.0 gives no blending; higher values give a smoother transition.

Hình Cầu -- Sphere

Sphere mapping is the best type for mapping a sphere, and it is perfect for making planets and similar objects. It is often very useful for creating organic objects.

Hình Ống -- Tube

Maps the texture around an object like a label on a bottle. The texture is therefore more stretched on the cylinder. This mapping is of course very good for making the label on a bottle, or assigning stickers to rounded objects. However, this is not a cylindrical mapping so the ends of the cylinder are undefined.

Nới Rộng/Đuôi -- Extension

Extension defines how the image is extrapolated past the original bounds:

Lặp Lại -- Repeat

Will repeat the image horizontally and vertically giving tiled-looking result.

Nới/Mở Rộng -- Extend

Will extend the image by repeating pixels on its edges.

Đoạn Phim -- Clip

Clip to the original image size and set all the exterior pixels values to transparent black.

Đầu Ra -- Outputs

Màu Sắc -- Color

RGB color from image. If the image has alpha, the color is premultiplied with alpha if the Alpha output is used, and unpremultiplied or straight if the Alpha output is not used.

Alpha

Alpha channel from image.

Ví Dụ -- Examples

../../../_images/render_shader-nodes_textures_image_example.jpg

Image texture from GoodTextures.com.