图像纹理

图像纹理着色器节点。

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

输入

矢量

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

属性

图像

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.

插值

放大或缩小图像的渲染方式。

线性

普通插值。

三次型

更顺畅,更优的插值。

最近

无插值,仅使用最近的像素。

智能

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

投影

Projection to use for mapping the textures.

平展

Uses the XY coordinates for mapping.

方框

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

混合

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.

球形

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.

管形

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.

扩展(名)

延伸方式定义了纹理图像在原始图像边界如何进行外插:

重复

在水平和垂直方向重复图像,获得平铺效果。

扩选

通过重复边缘上的像素来扩展图像。

剪辑

剪切到原始图像大小并将所有外部像素设置为透明的黑色。

色彩空间

图像包含的颜色或非颜色数据类型。对于大多数颜色纹理,应使用默认的颜色,但是在使用 凹凸 或 alpha贴图 时,像素值应视为非颜色数据,以避免进行任何不需要的颜色空间转换。

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

If the source file has an Alpha (transparency) channel, you can choose how the alpha channel is encoded in the image.

Straight Alpha or Premultiplied Alpha

输出

颜色

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

图像的Alpha通道。

示例

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

图像纹理来自 GoodTextures.com