Yes this is possible.
To save rendered images with transparent background (PNG format for instance), the settings are as follows for "Cycles" and "Blender Render" rendering engines.
Properties Editor > Render Context > Output Panel
Choose RGBA so that the alpha from the renderer is saved in the png
Properties Editor > Render Context > Film Panel
If you have an image (or other piece of data, such as a material) you can force remove all users by Shift clicking on the X next to it's name. This will "mark" the data for removal upon closing the file.
After you force remove the data, you'll need to reopen the file in order for the data to be removed. You can do this quickly by saving the file with CtrlS ...
Applying an Image Texture in Cycles
Select the object you want to put the image on
Give it a new material with an Image Texture Shader:
Object Properties window -> Materials tab -> click the New button
For the Color, click on the grey dot icon on the right side ( ) then select "Image Texture":
Select the image you want to use:
UV Unwrap your object ...
See Cannot find Background Images feature in Blender 2.8 if using 2.8.
Background images are gone in Blender 2.8, at least in the traditional pre-2.7# sense. The old system was aging and prone to failure ... and it has been retired due to inherent limitations.
Information was stored as User Interface data, as such if you opened a file without the ...
In the View Properties panel (accessed by pressing N), there should be a category called Background Image. To enable it check on the box to its left.
To load an image, press the 'Add Image' button. All of your relevant image and display options are included in that menu.
However, remember that background images will only be displayed in:
Yes its possible, heres an example
size = 640, 480
# blank image
image = bpy.data.images.new("MyImage", width=size, height=size)
## For white image
# pixels = [1.0] * (4 * size * size)
pixels = [None] * size * size
for x in range(size):
for y in range(size):
# assign RGBA to something useful
r = x / ...
Background images will only be displayed in:
Camera Prespective view (Numpad 0)
Any of the preset Orthographic views:
Front/Back (Numpad 1 or Crl Numpad 1)
Right /Left (Numpad 3 or Crl Numpad 3)
Top/Bottom (Numpad 7 or Crl Numpad 7)
You're in perspective mode instead of orthographic mode (see the upper left hand corner, it has ...
TL;DR If you want to work in a scene referred workflow you have to use OpenEXR. It's also the quickest to save, especially for large renders. I'd recommend to use it with the PIZ lossless codec.
Let me begin by saying not all image formats are equal, so comparing just the time required for encoding wouldn't necessarily give you a reasonable choice. There ...
First you have to decide what type of OpenEXR you want to render:
OpenEXR to get single files of your passes or channels/layers
EXR Multilayer to get a multi-channel file with all your passes or channels/layers included
This decision really depends on your further workfow. For e.g. Blender or Nuke it's much more useful to have one multi-channel EXR, but in ...
As an alternative for @cegaton's answer, here is a purely node-based alternative, trading only supporting stripe-pixels for the ability to be applied to any UV mapped surface:
The second value of the "multiply" node on the top left is the amount of horizontal "pixels".
This works by transforming the horizontal texture coordinate to determine its position ...
With the texture displayed in the UV/image editor, press AltR or Header > Image > Reload image:
There is also a refresh button on the source selector for any image datablock. In the node editor, the full datablock settings are in the Properties region. To reveal this region, place your mouse over the node editor view and press N:
No, the compression slider does not affect the image quality.
PNG uses a lossless compression algorithm called DEFLATE (among some other things), which is the same as is used to produce .zip files.
Long story short, the only difference between PNG files with 0% and 100% compression is the CPU time it takes to perform the compression (and of course the ...
You can acheive this with Cycles material nodes using the 'Gradient Texture' node.
Setting the gradient node to 'Quadratic sphere' (and with a little offset from the vector mapping node) restults in this (on a plane with uv basic unwrapping):
To control the scale of the 'Quadratic sphere' in the result above I scaled the UV's as scaling using the vector ...
In video sequence editor choose "Image".
Use B to select your frames quickly.
In properties> Render> Output, choose an output location.
Directly below, in properties> Render> Encoding, choose a video format (here I've chosen "H.264"). Select "RGB" right next to it, and hit "Animation" at the top.
While Blender has no build-in support for this feature. You can do this using Python:
Add a script into your file, call it stamp_init.py (for example).
Press Run Script (only need to do once)
Enable the Register option in the text editor (so it runs automatically)
Here is a sample script.
note = "Samples: " ...
For the 3D view go to:
User preferences > System.
Then under the OpenGL sub header, you will find "MipMaps" make sure that box is unchecked.
For Blender-Internal go to:
Image Sampling Panel.
Toggle MIP Map button.
As of blender 2.71 texture nodes now have an option to change the interpolation method:
Using Closest will keep the ...
One way to do this is if you are using the default internal render engine is to generate a UV Map from an object hosting the material and then bake the texture to an image.
Open the UV/Image Editor and create a new image (you can set the output resolution from here), next select the object, Tab into Edit mode and press U to generate a uv map, for very ...
This can be done easily with some baking in Blender.
First, join your two object together with CTRL J.
Create UV map for your bake that include both objects.
Then create a new image for your texture bake, create a new material for it, and make sure it's selected, then go to the textures tab, create a new texture, and link in the image your just created to ...
Since 3D space and texture coordinates are stored together with the mesh to distinguish between them texture coordinates are associated with a separate letters sequence (U, V and W)
U and V denote the X and Y axes of the 2D texture that is projected onto the 3D model. 3D generated textures have another coordinate W that is equivalent to Z
You can use an osl shader to do that.
The code in the capture above creates an osl node. Here are its inputs and outputs :
The input slots
Vector : the mapping position (in this config, this must be from object texture coordinates)
Directory : the folder where the image files can be found
Prefix : the image prefix (image are supposed to be in the format "...
Cycles bakes to the last selected image texture node in the object's material. Note that the node doesn't need to be connected to anything.
This one is a bit confusing and non intuitive. You are mostly correct, you must assign all the faces to the texture as a Face texture.
This is done by selecting the target image in the UV ...