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I'm currently trying to extract textures from a binary file, and ideally I'd like to save each texture to a file or embed in the .blend file. However, before saving an image, I need to be able to create an image in memory from an array of pixel data.

The PIL library contains the kinds of functions I need to use, but it is not included with Blender. Is there anything similar to PIL in Blender? bpy.ops.image seems to be close to what I need, but lacks necessary pixel set/manipulation functions.

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2 Answers 2

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Yes its possible, heres an example

size = 640, 480

import bpy
# blank image
image = bpy.data.images.new("MyImage", width=size[0], height=size[1])

## For white image
# pixels = [1.0] * (4 * size[0] * size[1])

pixels = [None] * size[0] * size[1]
for x in range(size[0]):
    for y in range(size[1]):
        # assign RGBA to something useful
        r = x / size[0]
        g = y / size[1]
        b = (1 - r) * g
        a = 1.0

        pixels[(y * size[0]) + x] = [r, g, b, a]

# flatten list
pixels = [chan for px in pixels for chan in px]

# assign pixels
image.pixels = pixels

# write image
image.filepath_raw = "/tmp/temp.png"
image.file_format = 'PNG'
image.save()

output of script

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  • $\begingroup$ With this technic is it possible to save the image with RGBA I made some test but I can't find how to do it directly with python? $\endgroup$
    – lucblender
    Dec 20, 2015 at 10:48
  • $\begingroup$ Do you mean doing this from regular Python? (which would work outside of Blender for example) $\endgroup$
    – ideasman42
    Dec 20, 2015 at 12:57
  • $\begingroup$ Nop inside of blender, I find the answer by myself. I can use image.save_render(...) instead of image.save() and it will take the render parameter $\endgroup$
    – lucblender
    Dec 20, 2015 at 13:10
  • $\begingroup$ If you want to save PNG images without using Blender's API, see this answer: stackoverflow.com/questions/902761/… $\endgroup$
    – ideasman42
    Aug 27, 2016 at 1:48
  • $\begingroup$ A question was asked what is chan for in the line pixels = [chan for px in pixels for chan in px] - the line is an equivalent to pixels = [] \n for chan in px: \n\t for px in pixels: \n\t\t pixels.append(px) where \n and \t mean a newline and a tab. $\endgroup$ Feb 13, 2022 at 20:03
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enter image description here

And this is if we are using Sverchok Add-On and nodes in Sverchok. I am translating IdeasMan42 example. Neat.

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  • 1
    $\begingroup$ If that's so neat, can you post a high-res image of your tree? Hard to see what you are doing here... $\endgroup$
    – brockmann
    Mar 11, 2017 at 12:10
  • $\begingroup$ Sorry low resolution image. The last node is Texture Viewer. Everything else is Map Range and some Math node. The green node is Plane. Give it a try :) $\endgroup$ Mar 12, 2017 at 12:17
  • $\begingroup$ GIST: b6223f0152a98d88bd8a130562419c2d $\endgroup$ Mar 12, 2017 at 12:19
  • 3
    $\begingroup$ Gist as real url: gist.github.com/anonymous/b6223f0152a98d88bd8a130562419c2d $\endgroup$
    – brockmann
    Mar 15, 2017 at 15:02

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