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5.1
Editors

Texture Properties Tab

In this panel you can create or load textures for the brushes in the image painting modes.

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Properties Editor - Texture Tab

In this panel you can create or load textures for the brushes in the image painting modes.

Note that with the Workbench renderer you have less options.

Properties Editor - Texture Tab
Properties Editor - Texture Tab
Properties Editor - Texture Tab
Properties Editor - Texture Tab

Brush drop down box

Brush drop down box
Brush drop down box

What kind of brush texture you want to create. A brush texture, or a brush mask texture.

Brush textures appears in the texture panel of the brush settings. Brush mask textures appears in the texture mask panel of the brush settings.

Texture property

Texture browser

Texture browser

A texture browser with the available textures.

EntryWhat it does
Edit BoxThe name of the currently active palette. You can also rename the palette here. A click into the edit box makes the name editable.
Number of usersSee how many users the palette currently has.
Fake UserFake User sets the element to have a fake user. Data without a user is normally not saved. But sometimes you want to force the data to be kept even when the data block has no user.
EntryWhat it does
New TextureAdd a new texture
Remove TextureRemoves the texture as the active texture. Note that the texture is still in the list.

Type

Type

The image type to use. Image or Movie uses pixel based material that you have to load externally. The rest are procedural computer generated textures. Some of them are based at different noise algorithms.

Each texture type has its own settings which will be described below.

Preview panel

Preview panel

A preview window for the texture.

Blend panel

Blend panel
Blend panel

Image Type Blend.

Progression

Progression

The style of the color blending.

Orientation

Orientation

The direction. Horizontal or vertical.

Clouds panel

Clouds panel
Clouds panel

Image type clouds

Noise Basis

Noise Basis

What noise method to use.

Type

Type

Smooth transitions or sharp transitions. Changes contrast and sharpness.

Color

Grayscale

Grayscale

Grayscale based noise. The value returned is greyscale 8 bit.

Color

The noise gives an RGB value. The value returned is rgb 24 bit.

EntryWhat it does
SizeThe dimension of the Noise table.
DepthThe depth of the Clouds calculation. A higher number results in a long calculation time, but also in finer details.
NablaSize of derivate offset used for calculating normal. In order to calculate a normal, you usually use three samples in texture space. Typically that's the current sample location, and two other positions in texture U and V directions. This "nabla" value defines how far away these positions are.

Distorted Noise panel

Distorted Noise panel
Distorted Noise panel

Image type Distorted Noise

Noise Basis

Noise Basis

What noise method to use.

Distortion

Distortion

What noise method to use for the distortion.

EntryWhat it does
AmountThe amount of distortion.
SizeThe dimension of the Noise table.
NablaSize of derivate offset used for calculating normal. In order to calculate a normal, you usually use three samples in texture space. Typically that's the current sample location, and two other positions in texture U and V directions. This "nabla" value defines how far away these positions are.

Image panel - Settings Subpanel

Image panel - Settings Subpanel
Image panel - Settings Subpanel

Image type Image or Movie.

Image panel - Settings Subpanel
Image panel - Settings Subpanel

Image Property

Image Property
Image Property

Load an image and / or switch to other images.

Texture browser

Texture browser

A texture browser with the available textures.

EntryWhat it does
Edit BoxThe name of the currently active palette. You can also rename the palette here. A click into the edit box makes the name editable.
Unlink Data-BlockRemove the texture.

File selector menu

File selector menu
New
New

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.

Source

Source

Choose the image type. This type gets usually automatically set. When you create a new image, then this image is generated. When you load an image then the Source switches to Single Image.

Generated images does not have a path.

Source Type Generated

Source Type Generated
X / Y

The image width and height.

Float Buffer

Use a floating point buffer. 8 Bit images uses integers. 32 Bit works with floats.

Generated Type Blank
Generated Type Blank

This type displays an image with one blank color

Color

The color of the blank image.

Generated Type UV Grid
Generated Type UV Grid
Generated Type UV Grid

This type displays a with a black and white checker texture but colored dots.

Generated Type Color Grid
Generated Type Color Grid
Generated Type Color Grid

This type displays a with a colored checker texture with numbers.

Color Space
Color Space

Choose the color space type for the image.

View as Render
View as Render

Displays the image with the color management settings from the render tab.

Source Type Movie + Image Sequence

Source Type Movie + Image Sequence
Source Type Movie + Image Sequence
Source Type Movie + Image Sequence
Source Type Movie + Image Sequence
Path edit box
Path edit box
EntryWhat it does
PackWith this button you can pack the movie or the image sequence into the blend file. It gets packed when you save the blend file the next time.
Path edit boxSee and edit the path to your movie or image sequence files.
OpenOpen a new movie or image sequence files. A file dialog will appear.
RefreshReread the movie or image sequence files.
EntryWhat it does
Info stringSome information about the currently loaded movie. Frames, resolution and color space.
FramesThe number of frames of the movie or image sequence.
StartThe start frame of the movie or image sequence
OffsetOffset the number of the frame to use in the animation. -1 means off.
CyclicCycle the images in the movie.
Auto RefreshAlways refresh image on frame changes.
DeinterlaceMovie only. Deinterlace the movie file on load.
Color Space
Color Space

Choose the color space type for the movie or image sequence files.

View as Render
View as Render

Display the image with using the color management settings.

Source Type Single Image

Source Type Single Image
Source Type Single Image
Path edit box
Path edit box
EntryWhat it does
PackWith this button you can pack the movie or the image sequence into the blend file. It gets packed when you save the blend file the next time.
Path edit boxSee and edit the path to your movie or image sequence files.
OpenOpen a new movie or image sequence files. A file dialog will appear.
RefreshReread the movie or image sequence files.
Info string

Some information about the currently loaded image. Resolution and color space.

Color Space
Color Space

Choose the color space type for the movie or image sequence files.

Alpha
Alpha

Choose the alpha channel mode.

View as Render
View as Render

Display the image with using the color management settings.

Seam Margin

This option belongs to the UV Editor, and has no effect in the Image editor. Take a margin into account when fixing UV seams during painting.

Source Type Udim

Source Type Udim

UDIM is an enhancement to the UV mapping and texturing workflow. And does not belong here. But in the UV Editor. It is just in the list because it shares the same menus with the UV Editor.

Image panel - Alpha Subpanel

Image panel - Alpha Subpanel
Image panel - Alpha Subpanel

Use the Alpha channel that is stored in the image.

EntryWhat it does
CalculateCalculate an alpha based on the RGB values of the Image. Black (0, 0, 0) is transparent, white (1, 1, 1) opaque. Enable this option if the image texture is a mask. Note that mask images can use shades of gray that result in semi-transparency, like ghosts, flames, and smoke/fog.
InvertReverses the alpha value. Use this option if the mask image has white where you want it transparent and vice versa.

Image panel - Mapping Subpanel

Image panel - Mapping Subpanel
Image panel - Mapping Subpanel

Control how the image is mapped or projected onto the 3D model.

Flip Axes

Rotates the image 90 degrees counterclockwise when rendered.

Extension

Extension

How the image is extrapolated past the bounds.

Extend

Extend

Outside the image the colors of the edges are extended.

Clip

Clip

Clip to image size and set exterior pixels as transparent. Outside the image, an alpha value of 0.0 is returned. This allows you to ‘paste’ a small logo on a large object.

Clip Cube

Clips to cubic-shaped area around the images and sets exterior pixels as transparent. The same as Clip, but now the ‘Z’ coordinate is calculated as well. An alpha value of 0.0 is returned outside a cube-shaped area around the image.

Repeat

Repeat

The image is repeated horizontally and vertically.

EntryWhat it does
Repeat X / YX/Y repetition multiplier.
Mirror X / YMirror on X/Y axes. These buttons allow you to map the texture as a mirror, or automatic flip of the image, in the corresponding X and/or Y direction. They become active when the Repeat value is higher than 1.

Checker

Checker

Checkerboards quickly made. You can use the option size on the Mapping panel as well to create the desired number of checkers.

EntryWhat it does
DistanceGoverns the distance between the checkers in parts of the texture size.
Tiles Even / OddSet even/odd tiles.

Crop subpanel

Crop subpanel

Crop Minimum X / Y + Crop Maximum X / Y

The offset and the size of the texture in relation to the texture space. Pixels outside this space are ignored. Use these to crop, or choose a portion of a larger image to use as the texture.

Image panel - Sampling Subpanel

Interpolation

Interpolation

Interpolate pixels using selected filter type.

Size

Multiply the filter size used by interpolation.

Magic panel

Magic panel
Magic panel

Image type Magic.

EntryWhat it does
DepthThe depth of the calculation. A higher number results in a long calculation time, but also in finer details.
TurbulenceThe strength of the pattern.

Marble panel

Marble panel
Marble panel

Image type Marble.

Noise Basis

Noise Basis

What noise method to use.

Pattern

Pattern

Settings for soft to more clearly defined Marble.

Second basis

Second basis

Shape of wave to produce bands.

Type

Type

The noise function works with two methods. Soft or hard.

EntryWhat it does
SizeThe dimensions of the noise table.
DepthThe depth of the Marble calculation. A higher value results in greater calculation time, but also in finer details.
TurbulenceThe turbulence of the sine bands.
NablaSize of derivate offset used for calculating normal. In order to calculate a normal, you usually use three samples in texture space. Typically that's the current sample location, and two other positions in texture U and V directions. This "nabla" value defines how far away these positions are.

Musgrave panel

Musgrave panel
Musgrave panel

Image type Musgrave.

Noise Basis

Noise Basis

What noise method to use.

Type

Type

What noise type to use.

EntryWhat it does
SizeThe input noise scale.
NablaSize of derivate offset used for calculating normal. In order to calculate a normal, you usually use three samples in texture space. Typically that's the current sample location, and two other positions in texture U and V directions. This "nabla" value defines how far away these positions are.
DimensionFractal dimension controls the contrast of a layer relative to the previous layer in the texture. The higher the fractal dimension, the higher the contrast between each layer, and thus the more detail shows in the texture.
LacunarityLacunarity controls the scaling of each layer of the Musgrave texture, meaning that each additional layer will have a scale that is the inverse of the value which shows on the button. i.e. Lacunarity = 2 –> Scale = 1/2 original.
OctavesOctave controls the number of times the original noise pattern is overlayed on itself and scaled/contrasted with the fractal dimension and lacunarity settings.
IntensityLight intensity. Called Offset for Hetero Terrain.

Offset

Offset

Hybrid Multifractal and Ridged Multifractal type. Both have a “Fractal Offset” button that serves as a “sea level” adjustment and indicates the base height of the resulting bump map. Bump values below this threshold will be returned as zero.

Gain

Hybrid Multifractal and Ridged Multifractal type. Setting which determines the range of values created by the function. The higher the number, the greater the range. This is a fast way to bring out additional details in a texture where extremes are normally clipped off.

Stucci panel

Stucci panel
Stucci panel

Image type Stucci.

Noise Basis

Noise Basis

What noise method to use.

Pattern

Pattern

Plastic is the standard Stucci, while the “walls” is where Stucci gets it name. This is a typical wall structure with holes or bumps.

Type

Type

There are two methods available for working with Noise. Soft or Hard.

EntryWhat it does
SizeDimension of the Noise table.
TurbulenceDepth of the Stucci calculations.

Voronoi panel

Voronoi panel
Voronoi panel

Image type Voronoi.

Distance Metric

Distance Metric

This procedural texture has seven Distance Metric options. These determine the algorithm to find the distance between cells of the texture.

Exponent

The Minkowski setting has a user definable value (the Exponent button) which determines the Minkowski exponent e of the distance function.

(xe + ye + ze)1/e

A value of one produces the Manhattan distance metric, a value less than one produces stars (at 0.5, it gives a Minkowski 1/2), and higher values produce square cells (at 4.0, it gives a Minkowski 4, at 10.0, a Chebychev). So nearly all Distance Settings are basically the same – a variation of Minkowski.

Coloring

Coloring

Different ways to calculate color and intensity of the texture output.

Feature Weights subpanel

Feature Weights subpanel

These four sliders at the bottom of the Voronoi panel represent the values of the four Worley constants, which are used to calculate the distances between each cell in the texture based on the distance metric.

Wood panel

Wood panel
Wood panel

Image type Wood.

Noise Basis

Noise Basis

What noise method to use.

Pattern

Pattern

The wood pattern.

Type, Size Turbulence and Nabla are just active with Pattern Type Band Noise and Ring Noise.

Second basis

Second basis

Shape of wave to produce bands.

Type

Type

Smooth transitions or sharp transitions. Changes contrast and sharpness.

EntryWhat it does
TurbulenceThe turbulence of band noise and ring noise.
NablaSize of derivate offset used for calculating normal. In order to calculate a normal, you usually use three samples in texture space. Typically that's the current sample location, and two other positions in texture U and V directions. This "nabla" value defines how far away these positions are.

Colors Panel

Colors Panel
EntryWhat it does
ClampClamps the range by setting the negative rgb and intensity values to zero.
Multiply R G BMultiply factor for the r g and b channel.
BrightnessThe brightness of the texture.
ContrastThe contrast of the texture.
SaturationThe saturation of the texture.

Color ramp subpanel

Color ramp subpanel

Specify a range of colors based on color stops. The color between the color stops gets interpolated.

EntryWhat it does
+Add a stop to your color ramp. The stop will be added after the selected one, in the middle to the next one.
-Deletes the selected color stop from the list.

Tools menu

Tools menu
EntryWhat it does
Flip Color RampFlips the gradient, inverting the values of the color ramp.
Distribute Stops from LeftRearrange the stops so that every step has the same space to the right.
Distribute Stops EvenlySpace between all neighboring stops becomes equal.
Eyedropper (pipette icon) EAn Eyedropper to sample a color or gradient from the interface to be used in the color ramp.
Reset Color RampResets the color ramp to its default state.

Color Mode

Color Mode
EntryWhat it does
RGBBlends color by mixing each color channel and combining.
HSV/HSLBlends colors by first converting to HSV or HSL, mixing, then combining again. This has the advantage of maintaining saturation between different hues, where RGB would de-saturate, this allows for a richer gradient.

Interpolation

Interpolation
EntryWhat it does
EaseUses an Ease Interpolation for the color stops.
CardinalUses a Cardinal Interpolation for the color stops.
LinearUses a Linear Interpolation for the color stops.
B-SplineUses a B-Spline Interpolation for the color stops.
ConstantUses a Constant Interpolation for the color stops.

Color Ramp

Color Ramp

The color band. A click at one of the color stops makes it the active one. You can move the color stops by clicking at them and dragging them around.

Active Color Stop elements

Adjust the active color stop.

Choose active color stop

Choose active color stop
Choose active color stop

Choose the color stop by index.

EntryWhat it does
PosThe position of the active color stop. The range goes from 0.000 to 1.000
ColorThe color of the active color stop. Clicking at it opens a color picker.

Custom Properties Panel

Custom Properties Panel

Allows to define custom properties that can be used for scripting.

Here you might also find custom properties from addons or scripts.

Add

Adds a new property.

Edit

Edit

Opens a panel where you can adjust the settings for the custom property.

Remove

Removes the property.