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Video Textures

Video texture

Video textures are a some kind of Image textures and based on movie file or sequence of successive numbered separate images. They are added in the same way that image textures are.

Options

Image

Image panel for video texture
Source
For video texture the kind of source file to use is
Movie
See about supported Movie formats.
Image Sequence
See about supported Image formats.
To load image sequence in any of the supported image file formats first click on the first frame and then Accept. Then change the Source to Image Sequence, and enter the ending frame number of this sequence.

More about loading source file for video texture see here.

Fields
Work with field images. Video frames consist of two different images (fields) that are merged. This option ensures that when Fields are rendered, the correct field of the image is used in the correct field of the rendering.
Upper First
Order of video fields – upper field first.
Lower First
Order of video fields – lower field first.
Fields
Number of fields per rendered frame. Used with Fields and interlaced video, it says whether each image has both odd and even, or just one.
Frames
Number of frames/images in the movie or sequence to use
Start
Global starting frame of the sequence/movie
Offset
Offset the number of the frame to use in the animation. What frame number inside the movie/sequence to start grabbing.
Match Movie Length
This button set image's user's length to the one of selected movie/sequence.
Auto Refresh
Automatically refresh images on frame changes
Cyclic
When the video ends, it will loop around the to the start and begin playing again.

For Movie source:

Use Alpha
Use the alpha channel information from the image or make image fully opaque
Straight
Transparent RGB and alpha pixels are unmodified.
Premultiplied
Transparent RGB pixels of an image are multiplied by the image's alpha value.


About input color space for video texture see here.

About video sampling for video texture see here.

About video mapping for video texture see here.


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User Manual

World and Ambient Effects

World

Introduction
World Background

Ambient Effects

Mist
Stars (2.69)


Game Engine

Introduction

Introduction to the Game Engine
Game Logic Screen Layout

Logic

Logic Properties and States
The Logic Editor

Sensors

Introduction to Sensors
Sensor Editing
Common Options
-Actuator Sensor
-Always Sensor
-Collision Sensor
-Delay Sensor
-Joystick Sensor
-Keyboard Sensor
-Message Sensor
-Mouse Sensor
-Near Sensor
-Property Sensor
-Radar Sensor
-Random Sensor
-Ray Sensor
-Touch Sensor

Controllers

Introduction
Controller Editing
-AND Controller
-OR Controller
-NAND Controller
-NOR Controller
-XOR Controller
-XNOR Controller
-Expression Controller
-Python Controller

Actuators

Introduction
Actuator Editing
Common Options
-2D Filters Actuator
-Action Actuator
-Camera Actuator
-Constraint Actuator
-Edit Object Actuator
-Game Actuator
-Message Actuator
-Motion Actuator
-Parent Actuator
-Property Actuator
-Random Actuator
-Scene Actuator
-Sound Actuator
-State Actuator
-Steering Actuator
-Visibility Actuator

Game Properties

Introduction
Property Editing

Game States

Introduction

Camera

Introduction
Camera Editing
Stereo Camera
Dome Camera

World

Introduction

Physics

Introduction
Material Physics
No Collision Object
Static Object
Dynamic Object
Rigid Body Object
Soft Body Object
Vehicle Controller
Sensor Object
Occluder Object

Path Finding

Navigation Mesh Modifier

Game Performance

Introduction
System
Display
Framerate and Profile
Level of Detail

Python API

Introduction
Bullet physics
VideoTexture

Deploying

Standalone Player
Licensing of Blender Game

Android Support

Android Game development