Image Formats
图像格式
Images and videos can be loaded much easier and faster in Cinema 4D R19, which is important, for example, when working with the Motion Tracker and when using video textures.
在 Cinema 4D R19中,图像和视频可以更容易、更快地加载,这一点非常重要,例如,在使用运动跟踪器和使用视频纹理时。
The following image formats can be loaded (e.g., as a texture in a material) or exported (e.g., as a rendered image):
下列图像格式可以加载(例如,作为材质中的纹理)或导出(例如,作为渲染图像) :

As the table shows, the TIFF format offers the greatest flexibility, which is why this is the most widely used image format in production pipelines (also because it can be compressed loss-free).
如表所示,TIFF 格式提供了最大的灵活性,这就是为什么它是生产管道中使用最广泛的图像格式(也是因为它可以压缩为无损)。
Image formats and maximum resolutions
图像格式和最大分辨率
Cinema 4D can render images with a maximum resolution of 128,000 x 128,000 pixels. However, not all image or video formats can handle this large resolution.
C4D可以渲染图像的最大分辨率为128,000 x 128,000像素。然而,并非所有的图像或视频格式都能处理这么大的分辨率。
The following formats are affected:
下列格式受到影响:
- BMP, IFF, TGA, AVI: 32000 x 32000 pixels 32000 x 32000像素
- PSD: 30000 x 30000 pixels 30000 x 30000像素
- JPG: 65000 x 65000 65000 x 65000
- PICT: 4095 x 4095 信息和通信技术培训司: 4095 x 4095
- RLA, RPF: 16000 x 16000 16000 x 16000
- TIFF unrestricted, but TIFF with layers (PSD) are restricted to 30,000 x 30,000 pixels. TIFF 不受限制,但是带图层的 TIFF (PSD)被限制为30,000 x 30,000像素
The following formats are not affected:
以下格式不受影响:
- DPX
- PNG 巴布亚新几内亚
- PSB 公共广播电台
- HDR 人类发展报告
- EXR
- B3D
杂项
The following list includes images formats for which a lot of information is supplied or that offer options when saved from Cinema 4D (e.g., for compression), which are then described.
下面的列表包括图像格式,其中提供了大量信息,或者当从 Cinema 4D 保存时提供了选项(例如,用于压缩) ,然后对这些格式进行了描述。
争吵
保存选项
- Byte Order 字节顺序: This is a setting that dates back to the "Middle Ages" of computer graphics. This setting was used to define the platform on which the file was to be opened. These days most programs can handle either setting. : 这个场景可以追溯到20世纪计算机图形学的“中世纪”。此设置用于定义打开文件的平台。现在大多数程序都可以处理这两种设置
- Compression 压缩: If : 如None 没有 is selected, no compression will take place. 如果被选中,则不会发生压缩Pack Bits 包装比特 and 及LZW 地中海湾 are loss-free compression processes and 是无损压缩过程JPEG is not loss-free. 不是没有损失的
敌我识别系统
Tip: 提示:IFF images will be read according to the Commodore/Electronic Arts specifications. 敌我识别系统图像将根据 Commodore/Electronic Arts 规范阅读
The modes EHB, HAM-6 and HAM-8 are supported.
支持 EHB、 HAM-6和 HAM-8模式。
骨形态发生蛋白
保存选项
Bitmap Info Header: You can select from:
位图信息头: 你可以从以下选择:
- V3 V 3: the file contains only RGB info. : 文件只包含 RGB 信息
- V4 V 4: in addition to the RGB info, alpha channels can also be included. : 除了 RGB 信息,阿尔法通道也可以包括在内
- V5 V 5: like V4, only that color profiles are included (which, however, are not evaluated by many programs). : 与 V4类似,只包含颜色配置文件(但是,许多程序不对其进行评估)
保存选项
Quality: Defines the JPEG quality.
质量: 定义 JPEG 质量。
BodyPaint 3D proprietory image format. Saves textures, including all layers, layer masks and alpha channels.
BodyPaint 3D prietory image format。保存纹理,包括所有层,层蒙版和 alpha 通道。
The RPF format is a further development of the RLA format. Both formats add numerous channels to the rendered image that can be edited in compositing programs.
RPF 格式是 RLA 格式的进一步发展。这两种格式都向渲染的图像添加了许多通道,可以在合成程序中进行编辑。
保存选项
Depending on which options are enabled, corresponding information will be written into the file (RLA has fewer options than the RPF format; functions of the same name work identically).
根据启用了哪些选项,相应的信息将被写入文件(RLA 的选项比 RPF 格式少; 同名的函数工作方式相同)。
- Subpixel Weight 亚像素权重: Information about sub-pixel color. : 关于亚像素颜色的信息
- Z: This channel contains information about the camera’s distance from the object and makes it possible to calculate depth of field effects. 这个通道包含摄像机与物体的距离信息,使得计算景深效果成为可能
- Material ID 材质 ID: Information about effect channels and materials. * 关于有效渠道和材质的信息
- Object Buffer 对象缓冲区: Information about the G Buffer. : 有关 g 缓冲区的信息
- UV 紫外线: Information about UV coordinates so subsequently created textures can be mapped correctly. : 关于 UV 坐标信息,以便随后创建的纹理可以正确地映射
- Normal 正常: Information about the orientation of objects and textures. 关于物体和纹理方向的信息
- Subpixel Mask 亚像素掩模: Information about which sub-pixels belong to which objects : 关于哪些子像素属于哪些对象的信息
- Abdecdung: Antialiasing information regarding object edges. : 关于物体边缘的反走样信息
- Object ID 对象 ID: Lets objects be assigned explicitly. : 让对象被显式赋值
- Color 颜色: The object’s actual color only. No transparencies, no reflections. : 物体的实际颜色。没有透明度,没有反射
- Transparency 透明度: Transparency information for the object. 对象的透明度信息
A HDR image for mat that can be saved with either 16 (float comma) or 32-bit (float comma/integer) per color channel. OpenEXR is the more current format compared to other commonly used HDR formats (Radiance (HDR)). Furthermore, OpenEXR can contain any number of channels.
每个颜色通道可以保存16(浮点逗号)或32位(浮点逗号/整数)的 mat HDR 图像。与其他常用的 HDR 格式(Radiance (HDR))相比,OpenEXR 是比较通用的格式。此外,OpenEXR 可以包含任意数量的通道。
HDR formats are well-suited for compositing or as Image-Based Lighting (lighting via Global Illumination). See also Color Depth.
HDR 格式非常适合合成或作为图像照明(通过全局光源照明)。
保存选项
Comperssion Method: You can select from a range of loss-free or lossy compression methods.
综合方法: 你可以选择一系列的无损失或有损数据压缩方法。
16-bit Float Comma: Saves in a special, less precise float comma format that can be edited faster.
16位浮点逗号: 以一种特殊的、不太精确的浮点逗号格式保存,可以更快地编辑。
Layer Numbering: Disable this option of you don’t want to use the Cinema 4D OpenEXR layer numbering system (_0001, _0002, etc.).
层编号: 禁用这个选项,你不想使用C4D OpenEXR 层编号系统(0001,0002等)。
辐照度(HDR)
This is the normal HDR image format. Even though this is labeled as 32-bit in the table above, this is not quite correct. HDR tricks a little and uses 8 bits per color channel plus a common exponent. When saving, use one of the other real 32-bit formats.
这是正常的 HDR 图像格式。尽管在上面的表格中将其标记为32位,但这并不完全正确。HDR 略施小计,每个彩色通道使用8位,外加一个常见的指数。保存时,使用另一种真正的32位格式。
巴布亚新几内亚
A commonly used graphics format with loss-free compression, i.e., the image size can, depending on the scene, be about half or one-third the size of a TIFF image (PNG does not support CMYK as TIFF does).
一种常用的无损压缩图形格式,也就是说,根据场景的不同,图像的大小可以是 TIFF 图像大小的一半或三分之一(PNG 不像 TIFF 那样支持 CMYK)。
保存选项
The Interlaced option can be enabled, which produces a result similar to JPEG: these images will be displayed in their entirety much faster in the browser.
可以启用隔行选项,这会产生一个类似于 JPEG 的结果: 这些图片将在浏览器中以更快的速度全部显示。
An image format commonly used in movie production and used in post-production (i.e., for the processing from camera to projector).
一种常用于电影制作和后期制作的图像格式(例如,用于从摄影机到放映机的处理)。
The following are not supported when loaded:
加载时不支持以下内容:
- YcbCr files 文件
- RLE images RLE 图片
保存选项
The Planar option can be enabled if required by the software in which the image will subsequently be edited. Internally, the color channels will be saved as a single block.
如果随后编辑图像的软件需要,可以启用 Planar 选项。在内部,颜色通道将保存为一个单一的块。
The Bit Depth setting lets you set a color depth of 10 or 12 bits.
位深度设置允许你设置10或12位的颜色深度。
直接数字频率合成器
DDS (Direct Draw Surface) is a Microsoft container image format developed in the course of their DirectX development. It is used in the field of gaming. All DDS formats, including alpha channels, can be read.
DDS (Direct Draw Surface)是在 DirectX 开发过程中开发的微软容器图像格式。它被用于游戏领域。可以读取所有的 DDS 格式,包括 alpha 通道。
The following DDS formats can be loaded into Cinema 4D as described:
下列 DDS 格式可以加载到 Cinema 4D,如下所述:

保存选项
Compression
压缩
Several compression formats are available for DDS images:
DDS 图像有几种压缩格式:
- No Compression 无压缩 will generate no compression loss at all. 根本不会产生压缩损失
- DTX1: Maximum compression; should not contain alpha channels. : 最大压缩; 不应包含 alpha 通道
- DTX3: Medium compression; well-suited for alpha channels that clearly define regions. : 中等压缩; 非常适合于明确定义区域的阿尔法通道
- DTX5: Low compression; saves alpha channels that define regions that define regions using grayscale gradients (= best quality). : 低压缩; 保存定义区域的 alpha 通道,使用灰度梯度定义区域(= 最佳质量)
MipMaps: MipMap technology, which is often used in the gaming industry, that projects textures onto objects in different resolutions depending on the objects’ distance from the camera. Additional lower resolution versions of the original texture are saved, which naturally increases the image file size.
MipMap: MipMap 技术,通常用于游戏行业,根据物体与相机的距离,将纹理投影到不同分辨率的物体上。其他低分辨率版本的原始纹理保存,这自然增加了图像文件大小。
Note that the output resolution has to be higher in multiples of 4 if one of the compression modes is used. Otherwise a warning prompt will appear and the resolution will be set to the next best size.
请注意,如果使用其中一种压缩模式,则输出分辨率必须以4的倍数为单位更高。否则将出现警告提示,并将分辨率设置为下一个最佳大小。
杂项
The following minor new features for image formats are available in Cinema 4D R19:
在 Cinema 4D R19中有以下图像格式的新特性:
- TIFF images can be compressed. TIFF 图像可以压缩
- Pixel ratios are saved and read out. 保存和读出像素比
- Cinema 4D can import any number of alpha channels per image. C4D可以导入任意数量的阿尔法通道每图像
- The RPF format now outputs material IDs. RPF 格式现在输出材质 id
- CMYK and YUV image color profiles are converted correctly. 正确转换 CMYK 和 YUV 图像颜色配置文件
- Grayscale color profiles are evaluated in the BodyPaint 3D texture view. 灰度颜色配置文件在 BodyPaint 3D 纹理视图中进行评估
- Numbering can be disabled when OpenEXR files are exported. 可以在导出 OpenEXR 文件时禁用编号
- DDS files can now be saved. 现在可以保存 DDS 文件了
- Videos (except for those in *.avi format) with alpha channels can be loaded. 可以加载带有 alpha 通道的视频(除了那些 * . avi 格式的视频)