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5.1
Editors

Header Tools and Options

The header contains several tools, depends on what you do and what toolset is selected. The render result has some additional functionality.

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Image Editor - Header Tools

The header contains several tools, depends on what you do and what toolset is selected. The render result has some additional functionality.

Image Editor - Header Tools
Image Editor - Header Tools
Image Editor - Header Tools
Image Editor - Header Tools
Image Editor - Header Tools
Image Editor - Header Tools
Image Editor - Header Tools
Image Editor - Header Tools
Image Editor - Header Tools
Image Editor - Header Tools

Image Prop

Image Prop
Image Prop

This property contains the list of loaded images. When no image is loaded then it displays the New and Open Buttons. When an image exists then it displays the name of the currently selected image.

From left to right ...

Image Prop
EntryWhat it does
List of images in the sceneThis is a list of the images in the scene. This list allows you to switch to other images.
Image Edit BoxRead the name of the currently selected image. And you can rename the image here too.
Fake UserWit this button you assign a fake user to this selected image. Data, like images, that is not longer linked to anything else gets removed when you save and reload a scene. Bforartists has the concept of fake users to go around this behavior. An image with a fake user is in fact linked to something. And so it is not lost when you save and reload the scene.

Search form

Search for specific images.

New Image
New Image

Create a new image.

Creates a new image. You will get a dialog where you can define settings for the new image.

EntryWhat it does
NameThe name of the new image
WidthThe width of the new image.
HeightThe height of the new image.
Color
Color

Adjust the color of the new image. A click will call a color picker.

Alpha

Check this checkbox if the new image should have an alpha channel.

Generated Type
Generated Type

Here you can define what kind of texture you want to create.

Blank is one plain color.

UV Grid is a checker texture in black and white.

Color Grid is a colored checker texture.

32 Bit Float

Check this checkbox if the image should be in 32 Bit floating point bit depth per channel. Else it is in 8 bit per channel.

Duplicate

Not supported here.

This deletes the selected image. Unfortunately not immediately. You need to save the scene and to reload it.

And you need to make sure that it is not linked to anything else. A mesh or a fake user for example. Have a look if there is a number besides the F button. When this is the case then the image has still a user, and so still loads with loading the scene.

EntryWhat it does
Fake UserWit this button you assign a fake user to this selected image. Data, like images, that is not longer linked to anything else gets removed when you save and reload a scene. Bforartists has the concept of fake users to go around this behavior. An image with a fake user is in fact linked to something. And so it is not lost when you save and reload the scene.
Open ImageOpens the file browser to load an image.
UnpackUnpack packed files to a directory.
UserThe number of users that uses this data. Data with a user number of 0 will be removed with closing Bforartists.

Use Image Pin

Use Image Pin

When you select another object. for UV mapping for example, then usually the connected images for this object gets displayed. Use image pin nails the currently selected image so that it stays displayed.

Mask Prop

Mask Prop

When you are in Mask mode then you can create a new mask, and work with this mask then.

Masks have many purposes. They can be used to mask out, or influence a particular object in the footage in Motion tracking. They can be used for manual rotoscoping to pull a particular object out of the footage. They can be used as a rough matte for green-screen keying.

Masks are independent from a particular image of movie clip, and so they can also be used for creating motion graphics or other effects in the compositor.

Masks can be driven over the time so that they follow some object from the footage. For example a running actor. This can be achieved with shape keys or parenting the mask to tracking markers.

List of Masks

List of Masks

This is a list of the masks in the scene. Here you can switch to other masks.

Mask Edit Box

Read the name of the currently selected mask. And you can rename the image mask too.

Fake User

Wit this button you assign a fake user to this selected mask. Masks gets created with a fake user already. Means when you save the scene and reopen it, then this mask will still be there.

Data, like images, that is not longer linked to anything else gets removed when you save and reload a scene. Bforartists has the concept of fake users to go around this behavior. An image with a fake user is in fact linked to something. And so it is not lost when you save and reload the scene.

EntryWhat it does
Search formSearch for specific images.
Create MaskAdds a new mask.

This deletes the selected mask. Unfortunately not immediately. You need to save the scene and to reload it.

Unlink Datablock

And you need to make sure that it is not linked to anything else. A mesh or a fake user for example. Have a look if there is a number besides the F button. When this is the case then the image has still a user, and so still loads with loading the scene.

Pivot

Pivot

In Mask mode. Adjust what pivot point the mask uses for transformation.

Proportional Editing

In Mask mode. Enable proportional editing.

Proportional Editing Settings

Proportional Editing Settings

Proportional Editing is a way of transforming selected elements (such as vertices) while having that transformation affect other nearby elements with a falloff. For example, moving a single vertex will move unselected vertices within a given range. And the falloff means that selected vertices that are closer to the selected vertex will move more than those farther from it.

Proportional Size

Proportional Size

The influence of the proportional editing is defined by a radius. It is by default one standard unit.

You can change the influence radius for proportional editing with the mouse wheel or the Page up Page down arrows while keeping the mouse button pressed down and do the translation.

Proportional Size

The exact radius value can be read in the header while transformation.

Proportional Size

And it can also be read and edited at the Proportional Size slider in the Proportional Editing panel.

Show Gizmos

Show Gizmos

Display the viewport gizmos.

Navigate

Display the navigation gizmos in the Image Editor

Overlays

Overlays

Display the overlays in the viewport.

Overlays settings

Geometry
Display UV’s

Display overlay of UV layer.

EntryWhat it does
FacesThe opacity of the faces of the UV layer.
EdgesThe opacity of the edges of the UV layer.
Image
Show Metadata

Display existing metadata in the viewport.

In Mask mode
In Mask mode
Spline

Edge Display type

Edge Display type

How to display the spline.

Overlay
Overlay

Alpha Channel

Show the alpha channel of the mask.

Display Channels

Display Channels

Adjust what channels of the image gets displayed.

EntryWhat it does
Color and AlphaDisplays the whole image, including alpha channel.
ColorDisplays the whole image, but without alpha channel.
AlphaDisplays the alpha channel of the image.
RedDisplays the red channel of the image.
GreenDisplays the green channel of the image.
BlueDisplays the blue channel of the image.

Mask Display

Mask Display

In Mask mode and with a Render result. Adjust the display of the mask.

Smooth

Smoothens the outline of the mask curve.

Overlay

Overlay
Overlay

When it's a closed curve then this closed area gets displayed as filled where it covers the image. When you tick Overlay then the drop down box becomes active where you can choose the overlay method.

Edge Display Type

Edge Display Type

The mask curve can be displayed in different styles.

Slot

Slot

Just with a render result. Here you can render a new image into a new slot, which allows you to compare the two images then.

You need to render into this slot. So you need to choose it beforehand. Slots without a render result does not show the Render and Pass drop down boxes.

Slot

Layers

Layers

Here you can choose in which layer the render result is.

Renders can be separated into layers. This allows you to composite them back together afterwards.

For example blurring the background and foreground layers separately for depth of field, or rendering different lighting variations of the same scene.

Layers

Using View Layers can also save you from having to re-render your entire image each time you change something, allowing you to instead re-render only the layer(s) that you need.

You can create more View Layers in the Properties editor. In the View Layer Tab.

Pass

Pass

Here you can set the pass mode. Combined or Depth.

EntryWhat it does
CombinedThe final combination of render passes with everything included.
DepthJust the Depth render pass.

Show Stereo

Show Stereo
Show Stereo

Just with stereoscopy enabled. Shows either the stereoscopic image. Or a single image from one of the cameras.

View

Show the image from one of the cameras in the list.

Options Panel

Options Panel

In View and Mask mode

EntryWhat it does
Update AutomaticallyUpdate other editor windows simultaneously with the changes in the Image Editor.
Show MetadataDraw Metadata properties of the image.

In Paint Mode

Update Automatically

Update Automatically

Update other editor windows simultaneously with the changes in the Image Editor.

Show Metadata

Draw Metadata properties of the image.

Display Texture Paint UV's

Display Texture Paint UV's
Display Texture Paint UV's

Display the UV wire from the active mesh. It needs to be in edit mode.

Show same material

This is for the case that you work at a texture for the current mesh. Just show faces of the mesh where the material with this texture is assigned to.