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什么是纹理?
The textures used by BodyPaint 3D are, without exception, bitmaps. A bitmap represents an image by means of a grid of small squares called pixels. Each pixel has its own color and position in the grid. The bitmap’s picture quality and its size in bytes (i.e. how much storage space it requires) are affected by its dimensions, resolution, color depth and the data compression method employed.
3D 使用的纹理毫无例外都是位图。位图通过称为像素的小方格网格表示图像。每个像素在网格中都有自己的颜色和位置。位图的图像质量和它的字节大小(即它需要多少存储空间)受到其尺寸、分辨率、颜色深度和所使用的数据压缩方法的影响。
The RGB color model is the most common way in which colors are defined in the computer world. The RGB color model defines colors in terms of red, green and blue brightness components. These components are combined to form a particular color.
RGB 颜色模型是计算机世界中定义颜色最常用的方法。RGB 颜色模型根据红色、绿色和蓝色亮度分量定义颜色。这些成分组合在一起形成一种特殊的颜色。
The term True Color refers to 256 brightness values per color component. The value of 256 was not chosen at random. It arises because with True Color each color component is specified in a computer byte. Since a byte is composed of 8 bits, the total number of possibilities per color component is 28 bits = 256. Therefore, a color component may have any integer value between 0 (no brightness) and 255 (full brightness) inclusive.
术语“真彩色”指的是每个颜色分量的亮度值为256。256的值不是随机选择的。出现这种情况是因为使用 True Color 时,每个颜色分量都是以计算机字节指定的。由于一个字节由8位组成,每个颜色分量的可能性总数为28位 = 256。因此,一个颜色分量可以具有介于0(无亮度)和255(全亮度)之间的任何整数值。
Each True Color pixel requires 24 bits of storage space (8 bits x 3 color components). It follows, then, that a True Color image of size 600 x 600 pixels requires 600 x 600 x 24 bits = 8,640,000 bits of storage space, which is about 1 MB (8.640.000 bits / 8 = 1,080,000 bytes / 1024 = 1054 KB / 1024 = 1.03 MB).
每个真彩色像素需要24位存储空间(8位 x 3个颜色分量)。因此,一个大小为600x600像素的 True Color 图像需要600x600x24位 = 8,640,000位的存储空间,大约为1 MB (8.640.000位/8 = 1,080,000字节/1024 = 1054 KB/1024 = 1.03 MB)。
Compression formats such as JPEG enable the bitmap to be saved to a storage medium with a much-reduced file size. However, some image quality is lost in the process unless a non-lossy compressor is used. Compressed files may reduce the strain on your hard disk, but do not make the common mistake of thinking that a compressed file takes up less space in BodyPaint 3D than an equivalent uncompressed file. BodyPaint 3D always works with bitmaps so a 600 x 600 JPEG takes up just as much RAM as, say, an uncompressed color TIFF image of the same dimensions.
JPEG 等压缩格式使位图能够保存到文件大小大幅减少的存储介质中。但是,除非使用无损压缩器,否则在处理过程中会丢失一些图像质量。压缩文件可以减少硬盘的压力,但不要认为压缩文件在 BodyPaint 3D 中占用的空间比同等的未压缩文件少。3D 总是可以处理位图,因此600 x 600 JPEG 占用的内存与未压缩的相同尺寸的彩色 TIFF 图像一样多。
In addition to the three color components, bitmaps may have an alpha channel. This is usually an integrated 8-bit grayscale image used for masking. If you load such a bitmap into BodyPaint 3D, the alpha channel will be implemented as a layer mask.
除了这三种颜色组件,位图还可能有一个 alpha 通道。这通常是一个集成的8位灰度图像用于掩模。如果你将这样的位图加载到 BodyPaint 3D,alpha 通道将被实现为一个图层蒙版。
The main disadvantage of larger textures is that they consume more RAM. The demand on RAM increases sharply if you are painting on multiple material channels in projection painting mode. Avoid using textures that are much larger than they need to be — they need only be as large as they will be in the rendered image.
较大纹理的主要缺点是它们消耗更多的内存。如果您在多个材质通道上以投影绘制模式进行绘制,则对 RAM 的需求会急剧增加。避免使用比实际需要大得多的纹理ーー它们只需要和渲染图中的纹理一样大。
Most of these commands affect the active texture of the active material channel only, i.e., the texture displayed in the Texture view. 大多数这些命令只影响活动材质通道的活动纹理,即纹理视图中显示的纹理纹理大小
画布尺寸
作物质地
旋转纹理
Flip Texture Horizontal / Vertical
水平/垂直翻转纹理
转换为灰度
转换为 RGB
Convert to 8/16/32-bit per Channel
每个通道转换为8/16/32位
分配/更改颜色配置文件
位图层
纹理
过滤层