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Image Texture

What's it for ?

Samples an image (or a movie / image sequence) onto your geometry — the GhostMat version of Blender's Image Texture, with paint, save and clearer movie controls built into the node.

  • Vector (input) — UV / mapping used to place the image. Left unplugged, it uses the default UVs.
  • Color (output) — the sampled image color.
  • Alpha (output) — the image alpha channel.

Paint Image

Paint Image jumps straight into Texture Paint on this image — handy to touch it up without leaving your setup. If the node is fed by a UV Decal / UV Map, it paints through that mapping.

Save / Discard

Image I/O is available right on the node:

  • Save — write the image back to its file.
  • Save as — write it to a new file (choose PNG / JPG / OpenEXR).
  • Discard — reload the image from disk, dropping unsaved paint.

Note

An image with unsaved changes (e.g. after painting) shows Save / Discard; a clean image shows Save as instead.

Image Settings

Open the collapsible Image Settings panel to control how the image is read:

  • Interpolation — how pixels are sampled (Linear / Closest / Cubic / Smart) — from smooth to crisp/pixelated.
  • Projection — how the image wraps onto the mesh (Flat / Box / Sphere / Tube). Box adds a Blend to soften the seams between its faces.
  • Extension — what happens outside the image bounds (Repeat / Extend / Clip / Mirror).
  • Color Space / Alpha — how the image's color and alpha are interpreted (e.g. sRGB vs Non-Color, Straight vs Premultiplied).

Movie / Sequence

When the image Source is a Movie or Image Sequence, clearer time controls appear:

  • Start Play — the timeline frame at which playback starts.
  • First Movie Frame / First Image Sequence — the first frame of the source to read.
  • Duration — how many frames to play.
  • Cyclic — loop the clip.