图像设置
Image Panel
- 图像
Data-block menu.
- 新建
+
The New Image button opens a pop-up to configure a Generated image.
- 新建
源
See about 支持的图像格式.
单张图像
Still image or a single frame.
图像序列
Each frame is stored in a separate file. How to 打开图像序列. For options see Movie below.
影片
Frames packed into a container.
- 帧
Sets the range of frames to use.
- 匹配影片长度
This button sets the movies frames to the length of the selected movie.
- 起始
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.
- 偏移量
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.
- 循环
Start over and repeats after the last frame to create a continuous loop.
- 自动刷新
Automatically refresh images on frame changes.
- 反交错
Removes fields in a video file. For example, if it is an analog video and it has even or odd interlacing fields.
生成
Image generated in Blender.
- Width, Height
The size of image in pixels.
- 颜色
Sets the fill color if creating a blank image.
- 类型
- 空白
Creates a Blank image of a single specified color.
- UV栅格图
创建一个在每个正方形中带有彩色十字 (+) 的棋盘图案。
- 彩色栅格图
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 位浮点
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.
- 拼贴
Creates an image with support for UDIM. This option creates the first
1001
tile; more tiles can be added later in the UDIM Tiles panel.
通用选项
- 文件
Use for replacing or packing files.
- 打包
Embed the resource into the current blend-file.
- 路径
关联文件的路径。
- 打开
打开文件浏览器以从驱动器中选择文件。
- 重新载入
Reloads the file. Useful when a file has been reworked in an external application.
- 使用多视图
参见多视图。
- 色彩空间
The Color Space the image file was saved in. Once loaded into Blender, the color will be treated as linear color. This option ensure the correct conversion to linear color is used.
Texture's color, and final renders are often stored in sRGB, while OpenEXR images are stored in a linear color space. Some images such as normal, bump or stencil maps do not strictly contain 'colors', and on such values, no color space conversion should ever be applied. For such images, the color space should be set to Non-Color.
色彩空间列表取决于活动 OICO 配置。此处详细描述了默认支持的色彩空间:默认 OpenColorIO 配置
- Alpha
Representation of the image's Alpha Channel, to convert to and from when saving and loading the image. This option is only available if the input format support's encoding transparency.
- 直通型
分别存储 RGB 和 alpha 通道,使用 alpha 作为遮罩,也称为无关联 alpha。常用于图像编辑应用程序和 PNG 等文件格式。这样可以保留部分图像中的颜色为零 alpha。
- 预乘型
存储与 alpha 相乘的 RGB 通道,也称为关联 alpha。渲染和由 OpenEXR 等文件格式使用的自然格式。与直通型 alpha 不同,这可以正确地表示像火一样的自发光效果。
- 通道打包
不同的图像打包在 RGB 和 alpha 通道中,它们不应相互影响。游戏引擎通常使用通道打包来节省内存。
- 无
忽略文件中的 alpha 通道并使图像完全不透明。
- 半浮点精度
Load the image as having only a Bit Depth of 16 bits per channel instead of 32 bits which saves memory.
- 预览为渲染结果
Applies color transform when displaying this image on the screen.