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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 automates 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 a single image will create one plane, selecting multiple images will create as many planes as images selected, on top of each other or spaced. Selecting a movie clip, or an image sequence will create a single plane with an animation. | ||||
TobiasH: "basically", "simplifies", "nicely" is wordy
"on top of each other or spaced" don't duplicate… | |||||
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. They are visible and can be edited in the Shader editor. | |||||
| You save the current settings of the import as a :ref:`Operator Preset <ui-presets>`. | |||||
TobiasHUnsubmitted Not Done Inline ActionsNodes sentence should be under Material Settings. TobiasH: Nodes sentence should be under Material Settings.
Preset under Properties. | |||||
Done Inline Actionspls. move that under the sections: Shader, Position TobiasH: pls. move that under the sections: Shader, Position
"some choices ... concerning", 'of cause'… | |||||
| Properties | Properties | ||||
| ========== | ========== | ||||
Done Inline Actionspresets are doced in the Interface chapter, so not needed TobiasH: presets are doced in the Interface chapter, so not needed | |||||
| Context not available. | |||||
| -------------- | -------------- | ||||
| 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 with a relative path (starting from the location of the blend file) or an absolute path (starting from the root of the file system). Enable the checkbox to link to the image file using a :ref:`relative file path <files-blend-relative_paths>`. This option is greyed out until 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 :doc:`image sequence </video_editing/sequencer/strips/movie_image>` 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 frame range will automatically be set but can be changed. | ||||
| Compositing Nodes | Compositing Nodes | ||||
| ----------------- | ----------------- | ||||
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)… | |||||
| Setup Corner Pin | Setup Corner Pin | ||||
| Builds a compositing setup to reference this image using a Corner Pin node. | A :doc:`Corner Pin node </compositing/types/distort/corner_pin>` 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. | ||||
| Material Settings | Material Settings | ||||
| ----------------- | ----------------- | ||||
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… | |||||
| Shader | Shader | ||||
| Principled | Principled | ||||
| Todo. | Creates a new material for the plane with a :doc:`Principled BSDF </render/shader_nodes/shader/principled>` 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 :doc:`Emission shader </render/shader_nodes/shader/emission>` 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, thus not appending a number. | ||||
| Texture Settings | Texture Settings | ||||
Done Inline Actionsno emphasis on node names. TobiasH: no emphasis on node names.
the last e.g. should be 'and thus' or similar | |||||
| Context not available. | |||||
| 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. | |||||
| 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. | |||||
TobiasHUnsubmitted Not Done Inline ActionsThe offset to Offset Planes. TobiasH: The offset to Offset Planes. | |||||
| Offset Planes | Offset Planes | ||||
Done Inline Actionsmissing empty line, no indent TobiasH: missing empty line, no indent | |||||
| Local Axis | Local Axis | ||||
| Todo. | The axis that is used to offset the different planes. 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 + offset, ... | ||||
| X+, X-, Y+, Y-, Z+, Z- | |||||
| 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. | Height | ||||
| The width is calculated based on the input 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. | ||||
TobiasHUnsubmitted Not Done Inline Actionsmissing empty line TobiasH: missing empty line | |||||
| Fit | |||||
| *Fit* scales the image to fit inside the camera view without altering the aspect ratio. | |||||
| Fill | |||||
| *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 | ||||
| Todo. | Definition | ||||
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. | |||||
| 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 units because 600 pixels are defined as 1 inch which equals 0.0254 m. | |||||
| Dots/BU | Dots/BU | ||||
| Sets the mapping of dots to units. | Definition | ||||
| The field *Definition* 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. | |||||
| Orientation | Orientation | ||||
| Align | Align | ||||
| Todo. | With this option you can set the *Rotation* of the plane. 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. | ||||
| Main Axis, Face Camera, Z- (Down), Y-, X-, Z+ (Up), Y+, X+ | |||||
| In case of *Main Axis* or *Face Camera* 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. | |||||
TobiasHUnsubmitted 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… | |||||
| Track Camera | Track Camera | ||||
| Uses a Locked Track Constraint to make the plane always align with the camera. | Uses a :doc:`Locked Track Constraint </animation/constraints/tracking/locked_track>` 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. | |||||
"basically", "simplifies", "nicely" is wordy
"on top of each other or spaced" don't duplicate the reference below.