Index: manual/editors/image/editing.rst =================================================================== --- manual/editors/image/editing.rst (リビジョン 10141) +++ manual/editors/image/editing.rst (作業コピー) @@ -33,21 +33,25 @@ .. _bpy.ops.image.read_viewlayers: -Open Cache Render -================= +Open Cached Render +================== .. reference:: :Mode: All Modes - :Menu: :menuselection:`Image --> Open Cache Render` + :Menu: :menuselection:`Image --> Open Cached Render` :Shortcut: :kbd:`Ctrl-R` -Load the current scene's render layers from disk cache, if available. -This can be used to save RAM while rendering because the render layers do not have to be saved in RAM. -And also for recovering some information from a fail render. -For this to work, :ref:`Cache Result ` must be enabled. +Find the render cache file for the current scene and load it into the +Render Result. This way, you can restore the last render from a previous +Blender session and continue working in the Compositor without having to +render the scene again. +Note that Blender doesn't create these cache files by default. You +have to enable :ref:`Cache Result ` +in the scene's Output options and then render it at least once. + .. _bpy.ops.image.replace: Replace @@ -58,7 +62,7 @@ :Mode: All Modes :Menu: :menuselection:`Image --> Replace` -Replaces the current image throughout the blend-file with another image. +Replace the current image by another. .. _bpy.ops.image.reload: @@ -85,8 +89,8 @@ :Mode: All Modes :Menu: :menuselection:`Image --> Edit Externally` -Using the *Edit Externally* tool Blender will open an external image editor, -as specified in the *Preferences* and load in the image to be edited. +Open the image in the *Image Editor* program specified in the +:doc:`File Paths Preferences `. .. _bpy.ops.image.save: @@ -100,11 +104,12 @@ :Menu: :menuselection:`Image --> Save` :Shortcut: :kbd:`Alt-S` -Save the image, if the image is already a file. +Save the image to its current path. .. important:: - Rendered images are not automatically saved, they have to be saved to drive manually. + While animation renders are automatically saved, still renders are not. + These have to be saved manually. .. _bpy.ops.image.save_as: @@ -118,7 +123,7 @@ :Menu: :menuselection:`Image --> Save As` :Shortcut: :kbd:`Shift-Alt-S` -Save the (rendered) image in a separate file of any type. +Save the image to a separate file of any type. The image output settings can be configured and are the same as the :doc:`Render Output Properties `. @@ -131,8 +136,8 @@ :Mode: All Modes :Menu: :menuselection:`Image --> Save a Copy` -Using *Save as Copy* will save the file to a specified name, -but will keep the old one open in the Image editor. +Save the file under a specified name, +but keep the old one open in the Image editor. .. _bpy.ops.image.save_all_modified: @@ -160,8 +165,8 @@ Invert Image Colors Invert the colors of an image. -Invert Channel - Red, Green, Blue, Alpha +Invert Red/Green/Blue/Alpha Channel + Invert a single color channel. .. _bpy.ops.image.resize: @@ -187,9 +192,7 @@ :Mode: All Modes :Menu: :menuselection:`Image --> Flip` -This operator mirrors the image across a specified axis. -Use this to alter the perspective of an image giving an alternative viewpoint; -this can make an image more visually appealing or highlight some visual flaw. +Mirror the image across an axis. Horizontally Mirrors the image so the left side becomes the right side. @@ -207,7 +210,7 @@ :Mode: All Modes :Menu: :menuselection:`Image --> Pack` -Packs the image into the blend-file. +Pack the image into the blend-file. See :ref:`pack-unpack-data`. @@ -234,7 +237,7 @@ :Mode: All Modes :Menu: :menuselection:`Image --> Extract Palette` -Extracts a :ref:`Color Palette ` from the image for use by other tools. +Extract a :ref:`Color Palette ` from the image for use by painting tools. .. _bpy.ops.gpencil.image_to_grease_pencil: @@ -247,4 +250,4 @@ :Mode: All Modes :Menu: :menuselection:`Image --> Generate Grease Pencil` -Creates a :doc:`Grease Pencil ` object using the currently selected image as a source. +Create a :doc:`Grease Pencil ` object using the currently selected image as a source. Index: manual/editors/image/image_settings.rst =================================================================== --- manual/editors/image/image_settings.rst (リビジョン 10141) +++ manual/editors/image/image_settings.rst (作業コピー) @@ -3,127 +3,122 @@ Image Settings ************** -Image Panel -=========== +.. figure:: /images/editors_image_image-settings_movie-image-panel.png + :align: right -.. TODO2.8 - .. figure:: /images/editors_image_image-settings_movie-image-panel.png - :align: right + Image tab. - Image panel. -Image - Data-block menu. - - New ``+`` - The *New Image* button opens a pop-up to configure a `Generated`_ image. - - .. _bpy.types.Image.source: Source ------- +====== -See about :doc:`/files/media/image_formats`. +Select the type of image to use. For images that come from files, +see :doc:`/files/media/image_formats`. Single Image -^^^^^^^^^^^^ +------------ -Still image or a single frame. +A single, static image. .. _image-sequence: Image Sequence -^^^^^^^^^^^^^^ +-------------- -Each frame is stored in a separate file. How to :ref:`image-formats-open-sequence`. -For options see `Movie`_ below. +An animation where each frame is stored in a separate file. +See :ref:`image-formats-open-sequence`. +For options, see `Movie`_ below. Movie -^^^^^ +----- -Frames packed into a container. +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 +:doc:`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 :doc:`/render/shader_nodes/textures/image`. + +.. 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. + Frames - Sets the range of frames to use. + How many frames of the video to play. Past this point, the video will be paused + (unless *Cyclic* is enabled). + .. _bpy.ops.image.match_movie_length: + Match Movie Length - This button sets the movies *frames* to the length of the selected movie. + Sets the *Frames* to the number of frames in the video file. 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. + Scene frame at which the video should start playing. + 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. + 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.) + Cyclic - Start over and repeats after the last frame to create a continuous loop. + Start over after the last frame to create a continuous loop. + Auto Refresh - Automatically refresh images on frame changes. + 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.) + Deinterlace - Removes fields in a video file. For example, - if it is an analog video and it has even or odd interlacing fields. + Apply deinterlacing to interlaced (analog) video. .. _image-generated: Generated -^^^^^^^^^ +--------- -Image generated in Blender. +Image generated by Blender. -.. list-table:: - - * - .. figure:: /images/editors_image_image-settings_generated-image-panel.png - - Image panel for Generated source. - - - .. figure:: /images/editors_image_image-settings_generated-new-image.png - - The New Image pop-up menu. - -Width, Height - The size of image in pixels. -Color - Sets the fill color if creating a blank image. +X, Y + The width and height of the image in pixels. +Float Buffer + Creates a 32-bit image. This has 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. Type - :Blank: Creates a Blank image of a single specified color. + :Blank: Creates a blank image of a single specified color. :UV Grid: Creates a checkerboard pattern with a colored cross (+) in each square. :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 :doc:`/modeling/meshes/uv/workflows/udims`. - This option creates the first ``1001`` tile; more tiles can be added later in the *UDIM Tiles* panel. + Creates a more complex colored grid with letters and numbers denoting locations. + It could be used to check for stretching or distortion in the UV mapping. +Color + The fill color when creating a *Blank* image. - .. _editors-image-image-settings-common: Common Options --------------- +============== .. _bpy.types.Image.filepath: File - Use for replacing or packing files. + Used for replacing or packing files. Pack - Embed the resource into the current blend-file. + Embed the resource into the current blend-file. See :doc:`/files/blend/packed_data`. Path Path to the linked file. Open Opens the :doc:`/editors/file_browser` to select a file from a drive. Reload - Reloads the file. Useful when a file has been reworked in an external application. + Reloads the file. Useful when it has been reworked in an external application. .. _bpy.types.Image.is_multiview: @@ -133,25 +128,24 @@ .. _bpy.types.ColorManagedInputColorspaceSettings.name: Color Space - The :term:`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. + The :term:`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). - Texture's color, and final renders are often stored in sRGB, + 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 on such values, no color space conversion should ever be applied. + 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*. The list of color spaces depends on the active :ref:`OCIO config `. The default supported color spaces are described in detail here: - :ref:`Default OpenColorIO Configuration ` + :ref:`Default OpenColorIO Configuration `. .. _bpy.types.Image.alpha_mode: Alpha - Representation of the image's :term:`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. + How the image uses its :term:`Alpha Channel`. + This option is only available if the image format supports transparency. :Straight: Store RGB and alpha channels separately with alpha acting as a mask, also known as unassociated alpha. @@ -170,9 +164,35 @@ .. _bpy.types.Image.use_half_precision: Half Float Precision - Load the image as having only a :term:`Bit Depth` of 16 bits per channel instead of 32 bits which saves memory. + Load the image with a :term:`bit depth` of only 16 bits per channel instead of 32, which saves memory. .. _bpy.types.Image.use_view_as_render: View as Render - Applies :doc:`color transform ` when displaying this image on the screen. + Apply the :ref:`color management ` settings when displaying this image on the screen. + +.. + +Seam Margin + 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. + + .. figure:: /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. + + .. TODO + Remove the above "is currently experimental" once these tickets get resolved: + https://projects.blender.org/blender/blender/issues/96225 + https://projects.blender.org/blender/blender/issues/97352 + Also, the setting appears broken at the time of writing this comment: strokes don't actually + get cut off, regardless of the margin value (had to cheat and edit the Blender source code to get it + to work). Best retest it once it comes out of Experimental state and create a ticket if needed. Index: manual/editors/image/introduction.rst =================================================================== --- manual/editors/image/introduction.rst (リビジョン 10141) +++ manual/editors/image/introduction.rst (作業コピー) @@ -4,7 +4,9 @@ Introduction ************ -The Image Editor is where you can view/edit 2D assets like images or textures. +The Image Editor lets you create, view, and edit images, +as well as see render results and intermediate +:doc:`Compositor ` output. .. figure:: /images/editors_image_introduction_main.png @@ -14,12 +16,19 @@ Toolbar ======= -Sample Tool - Used to sample a pixel's color from anywhere within Blender. +Sample + Used to sample the color of one or more pixels in the image. + As long as you hold :kbd:`LMB`, the footer will show the following: + + - X and Y coordinates of the mouse cursor. + - Color in RGBA. + - Color in RGB after :doc:`/render/color_management`. + - Color in HSV. + - Luminance. Sample Size The dimensions of the square used to sample underlying pixels. - If larger than 1 the resulting sample is an average of all underlying pixels. + If larger than 1, the resulting sample is an average of all underlying pixels. Annotate See :doc:`Annotations ` for more information. @@ -29,7 +38,7 @@ ====== Mode - :View: Displays Images. + :View: Displays images. :Paint: :doc:`/sculpt_paint/texture_paint/index`. :Mask: :doc:`/movie_clip/masking/index`. @@ -38,70 +47,84 @@ See :doc:`/editors/image/navigating`. Image - Tools for opening and manipulating images. - See :doc:`/editors/image/editing`. + Tools for opening and manipulating images. Shows an asterisk if the image + has unsaved changes. See :doc:`/editors/image/editing`. Image A :ref:`data-block menu ` used for selecting images. - When an image has been loaded or created in the Image editor, - the Image panel appears in the *Sidebar region*. - See :doc:`/editors/image/image_settings`. + Once an image is selected, the :doc:`Image tab ` + appears in the Sidebar region. + + Apart from loading existing images, you can also create new ones: + + .. figure:: /images/editors_image_image-settings_generated-new-image.png + + The pop-over that's displayed when clicking "New Image" in the header. + + The *Tiled* option creates an image with support for + :doc:`/modeling/meshes/uv/workflows/udims`. For the other options, see + :ref:`Generated Images `. - - Render Result - - Viewer Node + In addition to images, the data-block selector includes the following items: + + - Render Result: displays renders. When this item is selected, the *Slot*, + *View Layer*, and *Render Pass* selectors become available (see below). + - Viewer Node: displays the image that's fed into the + :doc:`/compositing/types/output/viewer` in the Compositor. Image Pin - Todo. + Prevents the Image Editor from automatically switching to the texture of + the selected object. (This switching only happens if the 3D Viewport is + in :doc:`Texture Paint ` mode). Slot - You can save successive renders into the render buffer by selecting a new slot - before rendering. If an image has been rendered to a slot, it can be viewed by - selecting that slot. Empty slots appear as blank grids in the Image editor. - Use the :kbd:`J` and :kbd:`Alt-J` to cycle forwards and backwards through saved renders. - Alternatively you can use the number keys :kbd:`1`, :kbd:`2`, :kbd:`3`, etc, - to select the slot with the corresponding number. A slot can be renamed by - double clicking its name in the Image panel in the Sidebar. + The render slot to view (and render to). You can create new renders without + losing previous ones by selecting an empty slot before rendering. Afterwards, + you compare them by pressing :kbd:`J` and :kbd:`Alt-J` to cycle forwards and backwards. + Alternatively, you can use the number keys :kbd:`1`, :kbd:`2`, :kbd:`3` etc. + to select the slot with the corresponding number. + + Slots can be renamed by double clicking their name in the Image panel in the Sidebar. View Layer - If you are using :doc:`View Layers `, - use this menu to select which layer is displayed. + The :doc:`View Layer ` to display. Render Pass - If you are using :doc:`Render Passes `, - use this menu to select which pass is displayed. + The :doc:`Render Pass ` to display. .. _bpy.types.SpaceImageEditor.show_gizmo: Viewport Gizmos - Selectively show or hide specific gizmo controls that are displayed in the 2D viewport. - All gizmos can be hidden or shown at once with the toggle next to the pop-over arrow. + Lets you show/hide all gizmos using the toggle button, or specific gizmos using + the drop-down arrow. .. _bpy.types.SpaceImageEditor.show_gizmo_navigate: Navigate - Enable/disable the gizmos used to pan or zoom the 2D viewport, - see :ref:`Navigation Gizmos ` for more information. + Enable/disable the gizmos used to pan or zoom the 2D viewport. + See :ref:`Navigation Gizmos ` for more information. .. _bpy.types.SpaceImageEditor.display_channels: Display Channels - Select what color channels are displayed. + Select which color channels are displayed. :Color & Alpha: - Replaces transparent pixels with background checkerboard, denoting the alpha channel. + Enables transparency and shows a checkerboard behind the image. :Color: - Display the colored image, without alpha channel. + Disables transparency. :Alpha: - Displays the Alpha channel a grayscale image. White areas are opaque, black areas have an alpha of 0. + Displays the alpha channel as a grayscale image. White areas are opaque, + black areas are transparent. :Z-Buffer: - Display the depth from the camera, from Clip Start to Clip End, + Displays the depth from the camera, from Clip Start to Clip End, as specified in the :doc:`Camera settings `. :Red, Green, Blue: - Single Color Channel visualized as a grayscale image. + Single color channel visualized as a grayscale image. Main View ========= -When :kbd:`LMB` / :kbd:`RMB` dragging mouse the color under the cursor is shown in the footer as well the cursor -position and the color values in the RGBA, HSV and Luminance :term:`Color Model`. +Holding :kbd:`RMB` will sample the image just like the Sample tool, +except it will always sample only one pixel. Index: manual/editors/image/navigating.rst =================================================================== --- manual/editors/image/navigating.rst (リビジョン 10141) +++ manual/editors/image/navigating.rst (作業コピー) @@ -3,10 +3,9 @@ Navigating ********** -Panning can be done by clicking the :kbd:`MMB` and dragging. +Panning can be done by dragging with :kbd:`MMB`. -Zooming can be done by scrolling :kbd:`Wheel` up or down. -Also, as in the 3D Viewport, you can use :kbd:`NumpadPlus` or :kbd:`NumpadMinus` to zoom. +Zooming can be done using :kbd:`Wheel` or :kbd:`NumpadPlus`/:kbd:`NumpadMinus`. .. _editors-image-navigate-gizmos: @@ -24,11 +23,14 @@ Region Controls Adjust which regions are visible in the Image editor. Update Automatically - Update the view in multiple areas. + Instantly update any other editors that are affected by changes in this Image Editor. + When disabled, the other editors may display outdated information until they're manually refreshed + (e.g. by orbiting for the 3D Viewport). Show Metadata - Displays the metadata if they were set in the render tab's :doc:`/render/output/properties/metadata` panel. + Displays metadata about the selected Render Result. See the Output tab's + :doc:`/render/output/properties/metadata` panel to change what metadata to include. Display Texture Paint UVs - Toggles UVs in Paint Mode. + Toggles UVs in Paint Mode. The object must be in Texture Paint Mode or Edit Mode for the UVs to be visible. Zoom In/Out :kbd:`Wheel` Adjusts the zoom level. Fractional Zoom @@ -36,18 +38,23 @@ - Zoom 1:4 :kbd:`Numpad4` - Zoom 1:2 :kbd:`Numpad2` - Zoom 1:1 :kbd:`Numpad1` - - Zoom 2:1 :kbd:`Shift-Numpad2` - - Zoom 4:1 :kbd:`Shift-Numpad4` - - Zoom 8:1 :kbd:`Shift-Numpad8` + - Zoom 2:1 :kbd:`Ctrl-Numpad2` + - Zoom 4:1 :kbd:`Ctrl-Numpad4` + - Zoom 8:1 :kbd:`Ctrl-Numpad8` Frame All :kbd:`Home` - Center the view to the entire image. + Pans and zooms the view so that the image is centered and fully visible. Frame All Fit :kbd:`Shift-Home` - Fit the view to the image dimensions. + Same as *Frame All*, but uses as much of the editor's space as possible + (rather than leaving some margin around the image). Center View to Cursor - When the 2D cursor is visible, move the view so that it is at the center of the editor. + Pan the view so that the 2D cursor is at the center of the editor. Render Region :kbd:`Ctrl-B` + Only available when viewing the Render Result. See :ref:`Render Region `. Clear Render Region :kbd:`Ctrl-Alt-B` + Only available when viewing the Render Result. See :ref:`Render Region `. +Render Slot Cycle Next/Previous :kbd:`J`/:kbd:`Alt-J` + Switch to the next/previous render slot (that contains a render). Area - Adjust the :doc:`area ` the Image editor is in. + Adjust the :doc:`area ` the Image Editor is in. Index: manual/editors/image/overlays.rst =================================================================== --- manual/editors/image/overlays.rst (リビジョン 10141) +++ manual/editors/image/overlays.rst (作業コピー) @@ -5,15 +5,18 @@ The Overlays pop-over configures the overlays that are displayed on top of images. In the header, there is a button to turn off all overlays for the Image Editor. -This option also toggles the visibility of :doc:`/modeling/meshes/uv/workflows/udims` tile information. +This option also toggles the visibility of :doc:`UDIM ` +tile information. + The options that are visible in the pop-over depend on the Image Editor mode. +The following overlay categories are available: - Geometry ======== Display Texture Paint UVs - Display overlay of texture paint UV layer. + Display the active object's UVs. The Image Editor must be in Paint mode, and the active object + must be in Texture Paint Mode or Edit Mode for the UVs to be visible. Image @@ -20,4 +23,5 @@ ===== Show Metadata - Displays the metadata if they were set in the render tab's :doc:`/render/output/properties/metadata` panel. + Displays metadata about the selected Render Result. See the Output tab's + :doc:`/render/output/properties/metadata` panel to change what metadata to include. Index: manual/editors/image/sidebar.rst =================================================================== --- manual/editors/image/sidebar.rst (リビジョン 10141) +++ manual/editors/image/sidebar.rst (作業コピー) @@ -15,7 +15,7 @@ Image ----- -Tools for working with images, see :doc:`/editors/image/image_settings`. +Tools for working with images. See :doc:`/editors/image/image_settings`. Metadata @@ -24,8 +24,8 @@ Lists image metadata. -View Tab -======== +View +==== .. _bpy.types.Image.display_aspect: .. _bpy.types.SpaceImageEditor.show_repeat: @@ -33,7 +33,7 @@ Display ------- -You can set the editors display options in this panel. +You can set the editor's display options in this panel. .. figure:: /images/editors_image_sidebar_panel.png :align: right @@ -41,9 +41,9 @@ Display panel. Aspect Ratio - Display Aspect for this image. Does not affect rendering. + Display aspect for this image. Does not affect rendering. Repeat Image - Duplicate the image until it is repeated to fill the main view. + Tiles the image so it completely fills the editor. Annotations @@ -52,8 +52,6 @@ Options for the annotation tool. See :doc:`/interface/annotate_tool`. -.. (TODO add) images per type - .. _editors-image-scopes: Scopes @@ -62,26 +60,32 @@ .. figure:: /images/editors_image_sidebar_scopes.png :align: right - Scopes in the Image editor. + Scopes in the Image Editor. +Displays different kinds of statistical information about the colors in the image. +Note that the Scopes tab is not shown if the active object is in Edit Mode +or Texture Paint Mode. + Histogram --------- -This mode displays a graph showing the distribution of color information in the pixels of -the currently displayed image. The X axis represents values of pixel, from 0 to 1 (or 0 to 255), -while the Y axis represents the number of pixels in that tonal range. -A predominantly dark image would have most of its information toward the left side of the graph. +Displays a graph of the color distribution in the image. For each color value +(such as Luminance) on the X axis, it shows the number of pixels with that value +on the Y axis. +A predominantly dark image would have the highest values toward the left side of the graph. Use this mode to balance out the tonal range in an image. A well-balanced image should have a nice smooth distribution of color values. +You can drag the mouse in the histogram to adjust its vertical zoom. + Luma - Shows the luminosity of an image. + Shows a luminosity histogram. RGB Shows the :abbr:`RGB (Red, Green, Blue)` channels stacked on top of each other. R/G/B/A - Depending on the channel you choose the scope will show the appropriate channel. + Shows a single color channel. Show Line Displays lines rather than filled shapes. @@ -89,7 +93,10 @@ Waveform -------- -.. (TODO add) description of a Waveform maybe this should go in the glossary? +Plots the color distribution for each vertical line of pixels in the image. +The X axis of the Waveform corresponds to the X axis of the image, while the Y axis +represents the range of a color component such as Luminance. The brighter +a specific point is, the more pixels in that vertical line have that color value. Waveform Opacity Opacity of the points. @@ -96,20 +103,20 @@ Waveform Mode Luma - ToDo. + Show a single Waveform plotting the luminosity distribution. YCbCr - ToDo. + Show the Y, Cb and Cr Waveforms side by side. Parade - The RGB channels are shown side-by-side. + Show the R, G and B Waveforms side by side. Red Green Blue - Shows the RGB channels overlaid as a "Full color" waveform. - It is useful for color grading. + Show the R, G and B Waveforms overlaid on top of each other. Vectorscope ----------- -.. (TODO add) description of a Vectorscope maybe this should go in the glossary? +Shows the color distribution in a radial fashion. The angle represents the hue, +while the distance from the center represents the saturation. Vectorscope Opacity Opacity of the points. @@ -122,14 +129,14 @@ but allows you to get the sample data from a line. Sample Line - Used to draw a line to use to read the sample data from. + Used to draw a line to read the sample data from. -Scope Samples -------------- +Samples +------- Full Sample Sample every pixel. Accuracy - Proportion of original image source pixel lines to sample. + Proportion of image pixels to sample if *Full Sample* is disabled. Index: manual/render/output/properties/output.rst =================================================================== --- manual/render/output/properties/output.rst (リビジョン 10141) +++ manual/render/output/properties/output.rst (作業コピー) @@ -32,8 +32,13 @@ .. _bpy.types.RenderSettings.use_render_cache: Cache Result - Saves the rendered image and passes to a multi-layer EXR file in temporary location on your hard drive. - This allows the Compositor to read these to improve the performance, especially for heavy compositing. + Saves the rendered view layers and their :doc:`passes ` to a multi-layer OpenEXR image. + The Compositor can then use this file to improve performance, especially for heavy compositing. + + The image is stored in the *Render Cache* folder as specified in the + :doc:`File Paths Preferences `. + You can also load it back into the Image Editor's Render Result, even after closing + and reopening Blender; see :ref:`Open Cached Render `. .. _bpy.types.ImageFormatSettings.file_format: Index: manual/render/shader_nodes/textures/image.rst =================================================================== --- manual/render/shader_nodes/textures/image.rst (リビジョン 10141) +++ manual/render/shader_nodes/textures/image.rst (作業コピー) @@ -8,7 +8,7 @@ :align: right :alt: Image Texture Node. -The *Image Texture* is used to add an image file as a texture. +Used for applying an image as a texture. Inputs @@ -15,19 +15,17 @@ ====== Vector - Texture coordinate for texture look-up. If this socket is left unconnected, - UV coordinates from the active UV render layer are used. + 3D coordinate that's projected onto the 2D image using the selected *Projection* method. + The node then outputs the color and alpha at this projected point. + + This slot is usually connected to an output of the :doc:`/render/shader_nodes/input/texture_coordinate`. + If left unconnected, the coordinate is taken from the object's active UV map (with Z = 0). - Properties ========== Image - Image data-block used as the image source. - More settings can be found in :menuselection:`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 - :ref:`Common Image Settings `. + Image data-block to use. Interpolation Method to scale images up or down for rendering. @@ -35,67 +33,116 @@ .. same as in the Environment Texture node :Linear: Regular quality interpolation. - :Cubic: Smoother, better quality interpolation. For bump maps this should be used to get best results. - :Closest: No interpolation, use only closest pixel for rendering pixel art. + :Cubic: Smoother, better quality interpolation. Bump maps should use this for best results. + :Closest: No interpolation (nearest neighbor). Useful for rendering pixel art. :Smart: :guilabel:`Cycles Only` Only for Open Shading Language. Use cubic interpolation when scaling up and linear when scaling down, - for a better performance and sharpness. + for better performance and sharpness. Projection - Projection to use for mapping the textures. + How to project *Vector* onto the image for arriving at a color. - :Flat: Uses the XY coordinates for mapping. + :Flat: + Place the image in a unit square (stretching from (0, 0, 0) to (1, 1, 0)) + and project the *Vector* vertically onto it. This projection is typically used in combination + with UV maps. + :Box: - 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. + Place the image on each side of a unit cube (stretching from (0, 0, 0) to (1, 1, 1)) + and project the *Vector* onto this cube, along the axis that's closest to the mesh normal. + This projection is commonly used in architectural models considering these have lots of + box-shaped objects. 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. + Rather than projecting onto just one side (which creates sharp transitions), project onto + multiple sides and blend the results together. The higher the value, the more blending and + the smoother the result. :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. + Wrap the image around a sphere with origin (0.5, 0.5, 0.5), and project the *Vector* from + this origin onto this sphere. This projection is, of course, perfect for spherical objects + such as planets, and is also useful for organic objects. + :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. + Wrap the image around a cylinder with origin (0.5, 0.5, 0) and height 1, and project the + *Vector* horizontally from the central axis onto this cylinder. This projection is useful for + a label on a bottle, for example. However, it's not suited for the top or bottom side of objects. +.. list-table:: + Projections demonstrated using "Object" texture coordinates + + * - .. figure:: /images/render_shader-nodes_textures_image_projection-flat.png + + Flat projection + + - .. figure:: /images/render_shader-nodes_textures_image_projection-box.png + + Box projection + + * - .. figure:: /images/render_shader-nodes_textures_image_projection-sphere.png + + Sphere projection + + - .. figure:: /images/render_shader-nodes_textures_image_projection-tube.png + + Tube projection + Extension - Extension defines how the image is extrapolated past the original bounds: + How the image is extrapolated if *Vector* lies outside the regular (0, 0, 0) to (1, 1, 1) bounds: - :Repeat: Will repeat the image horizontally and vertically giving tiled-looking result. - :Extend: Will extend the image by repeating pixels on its edges. + :Repeat: Repeat the image horizontally and vertically (tiling). + :Extend: Extend the image by repeating the pixels on its edges. :Clip: Clip to the original image size and set all the exterior pixels values to transparent black. :Mirror: Repeatedly flip the image horizontally and vertically. +Source + Type of image (Single Image, Movie...). See :doc:`/editors/image/image_settings`. + +Frames + How many frames of the Movie-type image (video) to play. Past this point, the video will be paused + (unless *Cyclic* is enabled). + + If you want to play the whole video, you can click + :ref:`Match Movie Length ` in the Image Editor's Sidebar, + then copy the *Frames* from there to the node. + +Start Frame + Scene frame at which the video should start playing. + +Offset + 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.) + + .. hint:: + Blender plays video textures at the scene framerate, not their original framerate, + meaning they'll be faster or slower than intended if these framerates don't match up. + You can put a :doc:`Driver ` on the Offset to work + around this. Simply type the following into the field, replacing *StartFrame*, + *VideoFrameRate* and *SceneFrameRate* by their respective numbers: + + #(frame - StartFrame) * (VideoFrameRate - SceneFrameRate) / SceneFrameRate + +Cyclic + Start over after the last frame to create a continuous loop. + +Auto Refresh + Update the video texture in the 3D Viewport when moving through the timeline. + 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. + The :term:`Color Space` the image file was saved in. + See :ref:`Image Settings ` for details. - The list of color spaces depends on the active :ref:`OCIO config `. - The default supported color spaces are described in detail here: - :ref:`Default OpenColorIO Configuration ` - Alpha - If the source file has an Alpha (transparency) channel, you can choose how the alpha channel is encoded in - the image. + How the image uses its :term:`Alpha Channel`. + See :ref:`Image Settings ` for details. - :term:`Straight Alpha` or :term:`Premultiplied Alpha` - Outputs ======= 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. + RGB color from image. If the image has transparency, the color is premultiplied if the Alpha output is used, + and unpremultiplied (straight) otherwise. Alpha Alpha channel from image.