图像设置#

../../_images/editors_image_image-settings_movie-image-panel.png

图像选项卡。#

#

选择要使用的图像类型。对于来自文件的图像,请参考 支持的图像格式

单张图像#

单个静态图像。

图像序列#

An animation where each frame is stored in a separate file. See 打开图像序列. For options, see Movie below.

影片#

A video file. Note that if you want to do motion tracking and video compositing rather than simply using the video as a texture, you should load it into the Movie Clip Editor instead.

Note

The options below are for preview purposes only; they don't affect the 3D Viewport or the render. For that, see the 图像纹理.

Note

Blender plays all videos at the scene framerate, not their original framerate, meaning they'll be faster or slower than intended if these framerates don't match up. To work around this, see the Offset field of the Image Texture Node linked above.

How many frames of the video to play. Past this point, the video will be paused (unless Cyclic is enabled).

匹配影片长度

Sets the Frames to the number of frames in the video file.

起始

Scene frame at which the video should start playing.

偏移量

Number of frames to offset the video to an earlier point in time. (Put differently: how many frames at the start of the video to skip.)

循环

Start over after the last frame to create a continuous loop.

自动刷新

Play the video in the Image Editor when the scene animation is playing. (The mouse cursor should be in the Image Editor or the Timeline when starting playback for this to work.)

反交错

Apply deinterlacing to interlaced (analog) video.

生成#

Blender内生成的图像。

X、Y

图像的宽和高,以像素计。

浮点缓存

创建一个32位图像。这样文件尺寸更大,但比标准8位图像拥有更多的颜色信息。对于特写和大的渐变,使用32位图像可能更好。

类型
空白:

创建单个指定颜色的空白图像。

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:

创建一个更复杂的彩色栅格图,使用字母和数字标示位置。可用于检测UV的拉伸或变形。

颜色

当创建 空白 图像时使用的填充色。

通用选项#

文件

用于替换或打包文件。

打包

将资源嵌入到当前blend文件。详见 打包数据

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

重新载入文件。当文件已被外部应用程序修改过时很有用。

使用多视图

参见 多视图

色彩空间

The Color Space the image file was saved in. This is used for converting the image to linear color (which is the color space Blender works with).

Textures 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 should never have a color conversion applied to them. For such images, the color space should be set to Non-Color.

色彩空间列表取决于活动的 OCIO 配置。此处详细描述了默认支持的色彩空间: 默认 OpenColorIO 配置

Alpha

图像如何使用其 Alpha通道。此选项仅在图像格式支持透明时可用。

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。

:

忽略文件中的Alpha通道并使图像完全不透明。

半浮点精度

加载图像时的 位深 使用每通道16位而非32位,以节省内存。

预览为渲染结果

在屏幕上显示此图像时应用 色彩管理 设置。

缝合边距

The thickness of the margin around UV islands for texture painting to bleed into. This margin ensures that no unpainted pixels remain at the island border.

../../_images/editors_image_image-settings_seam-margin.png

Painting a stroke across a seam in 3D space makes it extend past the UV island borders in the texture, until it gets cut off at the margin.#

A higher value will result in a thicker margin, which can be useful if you intend to create mipmaps of the texture. However, this may also reduce painting performance.

Note

This setting only affects Sculpt Mode, where texture painting support is currently experimental. In Texture Paint Mode, a fixed margin is used instead.