Manual/PartIV/Image Textures
Wikipedia,自由的百科全书
If you choose the Texture Type Image in the Texture Panel, the Image Panel appears. By left-clicking on Load Image, you can load an image file in one of Blender's supported file formats. 如果你在Texture面板中选择Image纹理类型,Image就会出现。通过在Image面板中鼠标单击,你可以加载一个格式被Blender支持的图像文件。
Supported file formats are BMP, JPG, PNG and TGA. Others - like PSD - are partially supported. For animations you may use numbered image sequences, also accepted are uncompressed or JPG compressed AVIs. On Windows platforms all videos with a supported codec should work. 支持的文件格式有BMP、JPG、PNG和TGA。其他格式——例如PSD——被部分支持。对于动画,可以使用图像序列,非压缩的或者JPG压缩的AVI格式也被支持。Windows操作系统中凡是带有支持的编解码器的视频都可以正常工作。
You can use absolute as well as relative Paths. The // (double Backslash) means the working directory, .. (two dots) point at the parent directory. 既可以使用相对路径,也可以使用绝对路径。“//”表示工作目录,“..”表示上级目录
The Button
saves the image inside the blend-file, Reload loads an eventually changed image version from disk.
按钮
在Blend文件中保存图像,Reload从磁盘中加载一个平滑变化的图像
Various Image Options 变化的图像选项
I'm going to use two different textures to demonstrate the different Image options. The background image is an ordinary JPG-file, the foreground image is a PNG-file with various Alpha- and Greyscale values. The vertical bar on the right side of the foreground image is an Alpha blend, the horizontal bar has 50% Alpha. 我将要使用两种不同的纹理来演示不同的图像选项。背景图像是一个普通的JPG文件,前景图像是一个有着不同Alpha值和灰度值的PNG文件。前景图像右边的垂直条是一个Alpha混合,水平条有50%的Alpha。
- InterPol: This option interpolates the pixels of an Image. This becomes visible when you enlarge the picture. Turn this option OFF to keep the pixels visible - they are correctly anti-aliased. This last feature is useful for regular patterns, such as lines and tiles; they remain 'sharp' even when enlarged considerably. When you enlarge this 10x10 pixel Image
, the difference with and without InterPol is clearly visible (Enlarged Imagetexture).
- 插值: 该选项对图像进行插值。当你放大图像时效果就会显现。将该选项关闭来保持像素的可见,否则像素的反走眼会产生错误。最后一个特性对规则式样特别游泳,比如线条和标题;它们即使被放大(合理地)时也依然会保持“锐化”。当放大这幅10*10像素的图像时
,可以很清楚地看到选择InterPol与否的不同的效果。
- UseAlpha: Works with PNG and TGA files since they can save transparency information (Foreground Image with UseAlpha).
- 使用Alpha: 使用PNG和TGA文件,因为它们可以保存透明度信息 (设置使用Alpha的前景图像).
- CalcAlpha: Calculate an alpha based on the RGB values of the Image.
Black (0,0,0) is transparent, white (1,1,1) opaque (Foreground Image with CalcAlpha).
- 计算Alpha: 基于图像RGB值计算Alpha。黑色(0,0,0)透明,白色(1,1,1)不透明(设置计算Alpha的前景图像)
- NegAlpha: Reverses the alpha value.
- 负Alpha: Alpha值取负
- MipMap: MipMaps are precalculated, smaller, filtered Textures for a certain size. A series of pictures is generated, each half the size of the former one. This optimizes the filtering process. When this option is OFF, you generally get a sharper image, but this can significantly increase calculation time if the filter dimension becomes large. Without MipMaps you may get varying pictures from slightly different camera angles, when the Textures become very small. This would be noticeable in an animation.
- MipMap: MipMaps是预先计算好的、较小的、已经过滤了的特定尺寸的纹理。新创建的图片系列中每幅图片的尺寸都是原始尺寸的一半。这就优化了过滤处理。关闭该选项时,通常会得到一幅锐化度更高的图像,但是这在过滤维度变大时会极大地增加计算时间。如果不设置MipMaps,当纹理变得非常小时,摄像机角度的微小变化就会导致不一样的图像。这在观看动画时会很明显。
- Fields: Video frames consist of two different images (fields) that are merged by horizontal line. This option makes it possible to work with field images. It ensures that when Fields are rendered the correct field of the Image is used in the correct field of the rendering. MipMapping cannot be combined with Fields.
- 域: 视频帧包含两幅不同的图像(域),它们在水平方向混合。该选项使得我们可以操作域图像。它确保当渲染域时,渲染域和图像域的对应。MipMapping不能和域一起使用
- Rot90: Rotates the Image 90 degrees counterclockwise when rendered.
- 旋转90度: 渲染时将图像逆时针旋转90度
- Movie: Movie files (AVIs supported by Blender, SGI-movies) and "anim5" files can also be used for an Image texture. In this case the subsequent Panel, Anim and Movie is populated by Buttons.
- 影片: 影片文件(Blender支持的AVIs、SGI影片)和“动画5”文件也能用于图像纹理。此时之后的面板动画和影片会显示相应的按钮
- Anti: Graphic images such as cartoons and pictures that consist of only a few colors with a large surface filling can be anti-aliased as a built in pre-process. This is not useful for Photos and similar pictures. Needs OSA.
- 反走样: 类似卡通和图片等的图像包含的颜色其实不多,而且图像中经常是大块大块区域使用同一种颜色。这些图像在预处理时可以被反走样。该选项对照片及类似的图片没有作用(此时需要域)的情况下进行渲染。设置域/图像为1
- Cyclic: The animation Image is repeated cyclically.
- 循环: 动画图像循环重复
- StartFr: The moment - in Blender frames - at which the animation Image must start. Until that moment the first Image of the video is used as texture.
- 起始帧: 动画图像开始的时刻(Blender帧中)直到视频第一幅用作纹理的图像的时刻
- Len: This button determines the length of the animation. A Len of 0 means, that the length is equal to Frames. By assigning Len a higher value than Frames, you can create a still at the end of the animation when you use cyclic.
- 长度: 该按钮决定动画的长度。长度为0意味着长度等于帧。在使用循环时,通过指定长度为一个大于帧的数值,你可以在动画结尾创建一个静止画面
- Fra: The Fra buttons allow you to create a simple montage within an animation Image. The left button, Fra indicates the frame number, the right-hand button indicates how long the frame must be displayed (Stutter-Mode). An example follows. If you use Fra you have to set Frames and Len accordingly.
- Fra: Fra按钮允许你在一幅动画图像中创建一个简单的蒙太奇。左按钮Fra指定帧序号,右按钮指定帧显示时间(口吃模式)。示例如下:如果你使用Fra,你就必须相应地设置帧和长度
| Brightness 明亮度:
To keep the original brightness of the video, use the option Shadeless for the material.为了保持视频的原始亮度,请为材料使用无阴影选项 |
Numbered Image Sequence as Texture 图像序列纹理
Instead of a videofile you may use a numbered image sequence as well. The simplest procedure will be to save the images in a subdirectory to your blendfile and to load one of the images from this directory. 除了视频文件,你还可以使用一个图像序列。最简单的方法就是将一组图片保存在blender文件所在目录的一个子目录里,然后从该子目录载入这些图片
In this example I have used 12 Image files (01.jpg to 12.jpg). The entry in the field Frames activates the animation. Now Blender tries to find the next frames by changing a number in the filename. You may not use the option Movie also! 该示例中我使用了12幅图像文件(01.jpg到12.jpg)。字段帧的数值激活动画。现在Blender会通过更改文件名试图找到下一帧。你也可以不使用影片选项
| Numbers 数值:
You have to regard some things to keep Blender counting:
你必须设置一些保证Blender可以计数的东西:#Blender改变文件名中的数值来搜索其他文件。之后最右边的数字会被如此操作。例如:01.ima.099.tga+1变成01.ima.100.tga。
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Everything else works accordingly to the videotextures. Here's an example of the Fra Option.所有其他工作都遵照视频纹理一样处理。这里有个使用Fra选项的例子
Lets assume, you would like to create an animated Traffic light. At first you create four different images: Red, Red/Yellow, Green, Yellow. These four images shall change continuously.
假设你将创建一个动画交通红绿灯。首先你创建四幅不同的图像:红、红/黄、绿、黄。这四幅图像应该连续变化
Please note that you need 100 Frames, though only four images are used. The result is not surprising (The Traffic light). 请注意虽然只使用四幅图像,你仍然需要将Frames设为100。我们熟悉的结果(红绿灯)
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