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images_as_planes.rst
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| :Menu: :menuselection:`File --> Import --> Images as Planes`, | :Menu: :menuselection:`File --> Import --> Images as Planes`, | ||||
| :menuselection:`3D Viewport --> Add --> Image --> Images as Planes` | :menuselection:`3D Viewport --> Add --> Image --> Images as Planes` | ||||
| This add-on imports images and creates planes with them as textures. | .. figure:: /images/addons_import-export_images_as_planes.png | ||||
| At the moment the naming for objects, materials, textures and meshes | :align: right | ||||
| is derived from the image name. | :width: 200px | ||||
| You can either import a single image, or all images in one directory. | Properties panel. | ||||
| When importing a directory you can either check the checkbox or leave the filename empty. | |||||
| When importing images that are already referenced they are not re-imported | |||||
| but the old ones reused as not to clutter the materials, textures and image lists. | |||||
| Instead the plane gets linked against an existing material. | |||||
| If you import the same image again but choose a different material/texture mapping, a new material is created. | This add-on imports images and creates planes with them as textures. It basically automates and simplifies the process of creating a plane, resizing it to fit the dimensions of the image, and adding a material and image texture to that plane. The name of the plane, material and texture is derived from the image name. | ||||
| The add-on has an option to translate pixel dimensions into units. | You can either import a single image, multiple images, or an image sequence/movie clip. Selecting multiple images will create as many planes as images selected, on top of each other or nicely spaced. Selecting a single image, a movie clip, or an image sequence (see below) will create a single plane with the selected image or image sequence/movie as animation. | ||||
TobiasH: "basically", "simplifies", "nicely" is wordy
"on top of each other or spaced" don't duplicate… | |||||
HUSCHAuthorUnsubmitted Done Inline ActionsHi Tobias, HUSCH: Hi Tobias,
Thanks for your comments. I will try to integrate them in the new text.
But, I am… | |||||
| The image is displayed on the plane through material and textures nodes. Some choices can be made concerning the type of material and texture. You can, of course, finetune these nodes in the Shader editor. | |||||
| A single plane is positioned at the 3D Cursor. Multiple planes can be offset against each other following a selected axis. The dimensions and orientation of the created planes can also be set in various ways. | |||||
Not Done Inline ActionsNodes sentence should be under Material Settings. TobiasH: Nodes sentence should be under Material Settings.
Preset under Properties. | |||||
TobiasHUnsubmitted Done Inline Actionspls. move that under the sections: Shader, Position TobiasH: pls. move that under the sections: Shader, Position
"some choices ... concerning", 'of cause'… | |||||
| You save the current settings of the import with the dropdown *Operator Presets*. Click on the ''+ button'' to create a new set from the selected options. With the ''- button'' you can delete the currently selected preset. | |||||
TobiasHUnsubmitted Done Inline Actionspresets are doced in the Interface chapter, so not needed TobiasH: presets are doced in the Interface chapter, so not needed | |||||
| Properties | Properties | ||||
| ========== | ========== | ||||
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| -------------- | -------------- | ||||
| Relative Path | Relative Path | ||||
| Link to the image file using a :ref:`relative file path <files-blend-relative_paths>`. | You can link to the image file in a relative or absolute way. Select the checkbox to link to the image file using a :ref:`relative file path <files-blend-relative_paths>`. This option is greyed out untill you save the blend-file. | ||||
| Force Reload | Force Reload | ||||
| Reloads the image file into Blender if it is already added as an image data-block. | Reloads the image file into Blender if it is already added as an image data-block. | ||||
| Animate Image Sequences | Animate Image Sequences | ||||
| Import sequentially numbers images as an animated image sequence instead of separate planes. | Import sequentially numbers images as an animated image sequence instead of separate planes. An image sequence is a sequentially numbered list (e.g. directory) of images, e.g. ``img-0001.png``, ``img-0002.png``, ``img-0003.png``. They will be imported as a *Clip* texture on a single plane. The number of frames will automatically be set. | ||||
TobiasHUnsubmitted Done Inline Actions"rel. or abs. way" is vague: with a path. what an img sequence is explained in data>media>graphic, better just link there. TobiasH: "rel. or abs. way" is vague: with a path.
"select" to 'enable/check' a checkbox (also below)… | |||||
| Compositing Nodes | Compositing Nodes | ||||
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| ----------------- | ----------------- | ||||
| Setup Corner Pin | Setup Corner Pin | ||||
| Builds a compositing setup to reference this image using a Corner Pin node. | A Corner Pin node is used to distort a plane and to create a warp view of the image. Selecting this option will build a compositing setup with the Image Texture, Scale and Corner Pin Node added to the compositor. | ||||
TobiasHUnsubmitted Done Inline ActionsCorner Pin can have a link, also other main subjects: principled, constraints (can be done later...) TobiasH: Corner Pin can have a link, also other main subjects: principled, constraints (can be done… | |||||
| Material Settings | Material Settings | ||||
| Context not available. | |||||
| Shader | Shader | ||||
| Principled | Principled | ||||
| Todo. | Creates a new material for the plane with a *Principled BSDF* shader node with default settings as the main component. The base color of the *Principled BSDF* node comes from an *Image Texture* node that is linked to the imported image. | ||||
| Shadeless | Shadeless | ||||
| The material is set to shadeless. | A shadeless material is a material that does not respond to light from other objects and has always the same color in any lightning environment. This option creates a new material for the plane with a *Group node* as the main component. This group node is essentially a mix between a Diffuse and an Emission shader controlled by a *Light Path* node. | ||||
| Emit | Emit | ||||
| Todo. | Creates a new material for the plane with an *Emission* shader node as the main component. The base color of the node comes from an *Image Texture* node that is linked to the imported image. The strength can be set. | ||||
| Override Material | Override Material | ||||
| Todo. | The name of the material is the same as the name of the image, eventually appended with a number e.g. ''001'' if the material should already exist. With the *Override Material* checkbox, you can force the add-on to replace the existing material, e.g. not appending a number. | ||||
TobiasHUnsubmitted Done Inline Actionsno emphasis on node names. TobiasH: no emphasis on node names.
the last e.g. should be 'and thus' or similar | |||||
| Texture Settings | Texture Settings | ||||
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| Ignore alpha channel from the file and make image fully opaque. | Ignore alpha channel from the file and make image fully opaque. | ||||
| Auto Refresh | Auto Refresh | ||||
| Automatically refresh images on frame changes. | Automatically refresh images in the viewport on frame changes. | ||||
| Position | Position | ||||
| -------- | -------- | ||||
| A single image or movie file/image sequence is positioned at the 3D cursor. Selecting multiple images will create multiple planes which are offset to each other. | |||||
Not Done Inline ActionsThe offset to Offset Planes. TobiasH: The offset to Offset Planes. | |||||
TobiasHUnsubmitted Done Inline Actionsmissing empty line, no indent TobiasH: missing empty line, no indent | |||||
| Offset Planes | Offset Planes | ||||
| Local Axis | Local Axis | ||||
| Todo. | The axis that is used to offset the different planes. You can choose between *X+, X-, Y+, Y-, Z+ or Z-*. For example, if you choose *X+*, the selected images are positioned along the X axis, starting at the X coordinate of the 3D cursor and following with X + 1 x offset, X + 2 x offset, ... | ||||
| Offset | Offset | ||||
| Todo. | The space between each plane. | ||||
| Plane Dimensions | Plane Dimensions | ||||
| Use the image's pixel count to determine the planes size in units. | Use the image's pixel count to determine the planes size in units. How the size of the plane is computed. | ||||
| Absolute | Absolute | ||||
| Todo. | On selecting this option, a new input field *Height* appears. The width is calculated based on this height and the actual pixel dimensions of the image. For example, with the default *Height* of 1, a picture of 800 x 600 (w x h) will have a calculated width or X-dimension of 1 / 600 * 800 or 1.33 units. | ||||
| Camera Relative | Camera Relative | ||||
| Todo. | The size of the image plane is set relative to the size of the camera frame. You can choose between *Fit* or *Fill*. *Fit* scales the image to fit inside the camera view without altering the aspect ratio. *Fill* scales the image so that it fills the entire camera view, without altering the aspect ratio but some of the image can be spilled outside the camera frame. | ||||
| DPI | DPI | ||||
Not Done Inline Actionsmissing empty line TobiasH: missing empty line | |||||
| Todo. | A new input field *Definition* appears. This is the number of pixels that fit in 1 inch. So, with the *Unit System* set to *Metric* and the *Definition* field set to the default 600 DPI, an image of 800 x 600 pixels will have a size of 0.0339 x 0.0254 because 600 pixels are defined as 1 inch which equals 0.0254 m. | ||||
| Dots/BU | Dots/BU | ||||
| Sets the mapping of dots to units. | Selecting this option, a new input field *Definition* appears. It is by default set to 600, indicating that 1 unit equals 600 pixels from the image. So, an image of 800 x 600 will have a size of 1.33 x 1 unit. | ||||
| Height | |||||
| Sets the height of the created plane. | |||||
TobiasHUnsubmitted Done Inline Actionsno "available options" append the axis options like: Camera Relative
...
Fill
...TobiasH: no "available options" append the axis options like:
https://docs.blender. | |||||
| Orientation | Orientation | ||||
| Align | Align | ||||
| Todo. | With this option you can set the *Rotation* of the plane. Available options are: X+, X-, Y+, Y-, Z+ (Up), Z- (Down). The plane is rotated in such a way that the selected axis is perpendicular to the plane with the front face pointing to the positive or negative side of the axis. For example, the option Z+ (Up) is fully visible in *Top View*, because the Z axis is pointing perpendicular to the plane in this view and the front face of the image is pointing to the positive (Up) side of the Z axis. | ||||
| There are 2 extra options: *Main Axis* and *Face Camera*. In both cases the plane is positioned so that it faces the camera. *Main axis* is the default option. The plane is rotated so that the dominant or viewing axis of the camera is perpendicular to the plane. This is also the case with *Face Camera*. You are looking straight at the plane from the camera. The plane however is also rotated so that it aligns with the rotation of the camera around its own dominant axis. | |||||
| Track Camera | Track Camera | ||||
| Uses a Locked Track Constraint to make the plane always align with the camera. | Uses a Locked Track Constraint to make the plane always align with the camera. The plane always faces the camera, even if the camera is moved. This option is only available if *Main axis* or *Face Camera* is selected in the *Align* panel. | ||||
| Context not available. | |||||
Not Done Inline ActionsMain Axis and Face Camera should also be definitions: what the default options are don't needs to be mentioned. TobiasH: Main Axis and Face Camera should also be definitions:
first Main axis,
then 'Face Camera is… | |||||
"basically", "simplifies", "nicely" is wordy
"on top of each other or spaced" don't duplicate the reference below.