Image Sequence

이미지 시퀀스

A numbered set of still files displays one image per frame, for animated textures or for editing rendered frames later.

Also known as: Image Texture SequenceImageUser번호 이미지
···
bpy — this entry
# 번호가 붙은 자체 생성 이미지를 Image Texture Sequence로 읽어 프레임마다 렌더한다.
reset('EEVEE', samples=16, size=(640, 400))
camera((0, -5.5, 2.8), target=(0, 0, 0.8), lens=55)
floor()
light('AREA', (2, -3, 4), energy=450, size=3)

for frame_number, color in enumerate((SKY, LIME, CORAL, CLAY), start=1):
    image = bpy.data.images.new(f'Frame {frame_number}', width=66, height=48, alpha=False)
    pixels = []
    marker_x = 10 + (frame_number - 1) * 15
    for y in range(48):
        for x in range(66):
            pixel_color = INK if (x - marker_x) ** 2 + (y - 24) ** 2 <= 64 else color
            pixels.extend((*pixel_color, 1.0))
    image.pixels = pixels
    image.filepath_raw = os.path.join(OUT, f'color-{frame_number:04d}.png')
    image.file_format = 'PNG'
    image.save()
    bpy.data.images.remove(image)

sequence = bpy.data.images.load(os.path.join(OUT, 'color-0001.png'), check_existing=False)
sequence.source = 'SEQUENCE'
box_mesh = bpy.data.meshes.new('Image sequence screen')
box_mesh.from_pydata([(-1.1, 0, 0), (1.1, 0, 0), (1.1, 0, 1.6), (-1.1, 0, 1.6)], [], [(0, 1, 2, 3)])
box_mesh.update()
uv_layer = box_mesh.uv_layers.new(name='UVMap')
for loop_index, loop in enumerate(box_mesh.loops):
    vertex = box_mesh.vertices[loop.vertex_index].co
    uv_layer.data[loop_index].uv = ((vertex.x + 1.1) / 2.2, vertex.z / 1.6)
screen = bpy.data.objects.new('Sequence screen', box_mesh)
bpy.context.scene.collection.objects.link(screen)
screen.location.z = 0.15
mat = material('Sequence material', SKY, roughness=0.8)
texture = mat.node_tree.nodes.new('ShaderNodeTexImage')
texture.image = sequence
texture.image_user.frame_duration = 4
texture.image_user.frame_start = 1
texture.image_user.use_auto_refresh = True
mat.node_tree.links.new(texture.outputs['Color'], mat.node_tree.nodes['Principled BSDF'].inputs['Base Color'])
paint(screen, mat)

for frame_number in range(1, 5):
    bpy.context.scene.frame_set(frame_number)
    shoot(f'f{frame_number:02d}')
Full script — runs as-is in Blender 5.1.1
# image-sequence — Blender 5.1.1 에서 그대로 돌아가는 스크립트
# 실행: blender -b --factory-startup --python image-sequence.py -- <출력 폴더>
SLUG = 'image-sequence'

# ── 무대: 모든 항목이 같이 쓰는 준비 코드 (renders/_stage.py) ──────────────────
# 빈 장면 → 렌더 엔진·크기 → 카메라·바닥·조명·재질 도우미 → shoot() 으로 WebP 저장.
import bpy, math, os, sys
from mathutils import Vector

# 출력 폴더: blender -b --factory-startup --python 이파일.py -- <출력 폴더>
OUT = sys.argv[sys.argv.index('--') + 1] if '--' in sys.argv[:-1] else os.getcwd()
os.makedirs(OUT, exist_ok=True)

# 색은 화면에서 고르는 sRGB 0~1 값으로 적는다. 블렌더 내부는 선형(linear)이라 srgb() 로 바꿔 넣는다.
BACKDROP = (0.24, 0.25, 0.27)
CLAY = (0.80, 0.77, 0.72)
LIME = (0.64, 0.90, 0.21)
SKY = (0.22, 0.65, 0.95)
CORAL = (0.96, 0.42, 0.45)
INK = (0.08, 0.09, 0.10)
ENGINES = {'WORKBENCH': 'BLENDER_WORKBENCH', 'EEVEE': 'BLENDER_EEVEE', 'CYCLES': 'CYCLES'}


def srgb(c, alpha=1.0):
    lin = lambda v: v / 12.92 if v <= 0.04045 else ((v + 0.055) / 1.055) ** 2.4
    return (lin(c[0]), lin(c[1]), lin(c[2]), alpha)


def reset(engine='WORKBENCH', samples=16, size=(960, 600)):
    """빈 장면에서 시작한다. engine: WORKBENCH(모양 확인) · EEVEE(실시간) · CYCLES(경로 추적)."""
    bpy.ops.wm.read_factory_settings(use_empty=True)
    sc = bpy.context.scene
    sc.render.engine = ENGINES[engine]
    sc.render.resolution_x, sc.render.resolution_y = size
    sc.render.resolution_percentage = 100
    sc.render.image_settings.file_format = 'WEBP'
    sc.render.image_settings.quality = 82
    sc.world = bpy.data.worlds.new('World')
    world_color(BACKDROP)
    if engine == 'WORKBENCH':
        sh = sc.display.shading
        sh.light, sh.color_type = 'STUDIO', 'MATERIAL'
        sh.show_shadows, sh.shadow_intensity = True, 0.35
        sh.show_cavity = True
        sc.display.render_aa = '16'
        sc.view_settings.view_transform = 'Standard'  # 재질 색을 그대로 보여 준다
    elif engine == 'EEVEE':
        sc.eevee.taa_render_samples = samples
    else:
        sc.cycles.samples = samples
        sc.cycles.use_denoising = True
    return sc


def world_color(color, strength=1.0):
    """배경색. Workbench 는 world.color, EEVEE·Cycles 는 Background 노드를 쓴다."""
    w = bpy.context.scene.world
    w.color = srgb(color)[:3]
    bg = w.node_tree.nodes.get('Background') if w.node_tree else None
    if bg:
        bg.inputs['Color'].default_value = srgb(color)
        bg.inputs['Strength'].default_value = strength
    return w


def hdri(name='studio', strength=1.0, show=False):
    """블렌더에 들어 있는 HDRI 로 장면을 비춘다(CC0 · Poly Haven). name: studio · city · courtyard · forest · interior · night · sunrise · sunset.
    show=False 면 빛과 반사에만 쓰고, 카메라에는 BACKDROP 색 배경이 보인다(Light Path 의 Is Camera Ray 로 가른다)."""
    nt = bpy.context.scene.world.node_tree
    nodes, links = nt.nodes, nt.links
    env = nodes.new('ShaderNodeTexEnvironment')
    env.image = bpy.data.images.load(os.path.join(bpy.utils.system_resource('DATAFILES'), 'studiolights', 'world', f'{name}.exr'))
    bg = nodes['Background']
    bg.inputs['Strength'].default_value = strength
    links.new(env.outputs['Color'], bg.inputs['Color'])
    if not show:
        flat = nodes.new('ShaderNodeBackground')
        flat.inputs['Color'].default_value = srgb(BACKDROP)
        ray, mix = nodes.new('ShaderNodeLightPath'), nodes.new('ShaderNodeMixShader')
        links.new(ray.outputs['Is Camera Ray'], mix.inputs['Fac'])
        links.new(bg.outputs['Background'], mix.inputs[1])
        links.new(flat.outputs['Background'], mix.inputs[2])
        links.new(mix.outputs['Shader'], nodes['World Output'].inputs['Surface'])
    return env


def look_at(obj, target):
    obj.rotation_euler = (Vector(target) - obj.location).to_track_quat('-Z', 'Y').to_euler()


def camera(location=(7, -7, 5), target=(0, 0, 0.5), lens=50):
    cam = bpy.data.objects.new('Camera', bpy.data.cameras.new('Camera'))
    bpy.context.scene.collection.objects.link(cam)
    cam.location = location
    look_at(cam, target)
    cam.data.lens = lens
    bpy.context.scene.camera = cam
    return cam


def frame(*objs, margin=1.15):
    """카메라 방향은 그대로 두고, objs 가 화면에 다 들어오게 카메라를 앞뒤로 옮긴다."""
    sc = bpy.context.scene
    dg = bpy.context.evaluated_depsgraph_get()
    pts = [o.matrix_world @ Vector(c) for o in objs for c in o.evaluated_get(dg).bound_box]
    mid = sum(pts, Vector()) / len(pts)
    coords = [c for p in pts for c in (mid + (p - mid) * margin)]
    loc, _scale = sc.camera.camera_fit_coords(dg, coords)
    sc.camera.location = loc
    return sc.camera


def light(kind='AREA', location=(4, -4, 6), target=(0, 0, 0), energy=600, size=3.0, color=(1, 1, 1)):
    """kind: POINT · SUN · SPOT · AREA. energy 는 와트(SUN 은 W/m²에 해당하는 세기)."""
    data = bpy.data.lights.new(kind.title(), kind)
    data.energy, data.color = energy, color
    if kind == 'AREA':
        data.size = size
    obj = bpy.data.objects.new(data.name, data)
    bpy.context.scene.collection.objects.link(obj)
    obj.location = location
    look_at(obj, target)
    return obj


def studio(key=700, fill=200, rim=450):
    """기본 3점 조명(키·필·림). EEVEE·Cycles 용 — Workbench 는 자체 스튜디오 조명을 쓴다."""
    return [light('AREA', (5, -4, 6), energy=key, size=4),
            light('AREA', (-6, -3, 3), energy=fill, size=5),
            light('AREA', (0, 6, 5), energy=rim, size=3)]


def material(name, color=CLAY, roughness=0.5, metallic=0.0, **inputs):
    """원리 BSDF 재질. inputs 는 소켓 이름(공백은 _ 로): Emission_Strength=3."""
    mat = bpy.data.materials.new(name)
    mat.diffuse_color = srgb(color)  # Workbench 가 보는 색
    bsdf = mat.node_tree.nodes['Principled BSDF']
    bsdf.inputs['Base Color'].default_value = srgb(color)
    bsdf.inputs['Roughness'].default_value = roughness
    bsdf.inputs['Metallic'].default_value = metallic
    for key, value in inputs.items():
        bsdf.inputs[key.replace('_', ' ')].default_value = value
    return mat


def paint(obj, mat):
    obj.data.materials.clear()
    obj.data.materials.append(mat)
    return obj


def floor(size=80.0, color=None, z=0.0, wall=30.0, curve=6.0):
    """바닥과 뒷벽(+Y 쪽)이 둥글게 이어진 스튜디오 배경 — 지평선이 보이지 않는다. 카메라는 -Y 쪽에서 +Y 를 보게 둔다."""
    import bmesh
    back = size / 2
    steps = 12
    profile = [(-back, 0.0)]  # (y, z) 단면: 앞 → 둥근 모서리 → 벽 위
    for i in range(steps + 1):
        a = (math.pi / 2) * i / steps
        profile.append((back - curve + curve * math.sin(a), curve - curve * math.cos(a)))
    profile.append((back, wall))
    bm = bmesh.new()
    left = [bm.verts.new((-back, y, z + h)) for y, h in profile]
    right = [bm.verts.new((back, y, z + h)) for y, h in profile]
    for i in range(len(profile) - 1):
        bm.faces.new((left[i], right[i], right[i + 1], left[i + 1]))
    me = bpy.data.meshes.new('Floor')
    bm.to_mesh(me)
    bm.free()
    obj = bpy.data.objects.new('Floor', me)
    bpy.context.scene.collection.objects.link(obj)
    for poly in me.polygons:
        poly.use_smooth = True
    return paint(obj, material('Floor', color or BACKDROP, roughness=0.9))


def edges(obj, thickness=0.012, color=INK):
    """메시의 선(엣지)을 렌더에 보이게 한다 — 모디파이어까지 적용된 모양에 와이어프레임을 씌운 복제본."""
    dg = bpy.context.evaluated_depsgraph_get()
    wire = bpy.data.objects.new(obj.name + '.edges', bpy.data.meshes.new_from_object(obj.evaluated_get(dg)))
    bpy.context.scene.collection.objects.link(wire)
    wire.matrix_world = obj.matrix_world.copy()
    mod = wire.modifiers.new('Wireframe', 'WIREFRAME')
    mod.thickness, mod.use_even_offset = thickness, True
    return paint(wire, material(obj.name + '.edges', color, roughness=0.8))


def shoot(name):
    """지금 장면을 <출력 폴더>/<항목>-<name>.webp 로 렌더한다."""
    sc = bpy.context.scene
    sc.render.filepath = os.path.join(OUT, f'{SLUG}-{name}.webp')
    bpy.ops.render.render(write_still=True)
    return sc.render.filepath


# ── 이 항목 ──
# 번호가 붙은 자체 생성 이미지를 Image Texture Sequence로 읽어 프레임마다 렌더한다.
reset('EEVEE', samples=16, size=(640, 400))
camera((0, -5.5, 2.8), target=(0, 0, 0.8), lens=55)
floor()
light('AREA', (2, -3, 4), energy=450, size=3)

for frame_number, color in enumerate((SKY, LIME, CORAL, CLAY), start=1):
    image = bpy.data.images.new(f'Frame {frame_number}', width=66, height=48, alpha=False)
    pixels = []
    marker_x = 10 + (frame_number - 1) * 15
    for y in range(48):
        for x in range(66):
            pixel_color = INK if (x - marker_x) ** 2 + (y - 24) ** 2 <= 64 else color
            pixels.extend((*pixel_color, 1.0))
    image.pixels = pixels
    image.filepath_raw = os.path.join(OUT, f'color-{frame_number:04d}.png')
    image.file_format = 'PNG'
    image.save()
    bpy.data.images.remove(image)

sequence = bpy.data.images.load(os.path.join(OUT, 'color-0001.png'), check_existing=False)
sequence.source = 'SEQUENCE'
box_mesh = bpy.data.meshes.new('Image sequence screen')
box_mesh.from_pydata([(-1.1, 0, 0), (1.1, 0, 0), (1.1, 0, 1.6), (-1.1, 0, 1.6)], [], [(0, 1, 2, 3)])
box_mesh.update()
uv_layer = box_mesh.uv_layers.new(name='UVMap')
for loop_index, loop in enumerate(box_mesh.loops):
    vertex = box_mesh.vertices[loop.vertex_index].co
    uv_layer.data[loop_index].uv = ((vertex.x + 1.1) / 2.2, vertex.z / 1.6)
screen = bpy.data.objects.new('Sequence screen', box_mesh)
bpy.context.scene.collection.objects.link(screen)
screen.location.z = 0.15
mat = material('Sequence material', SKY, roughness=0.8)
texture = mat.node_tree.nodes.new('ShaderNodeTexImage')
texture.image = sequence
texture.image_user.frame_duration = 4
texture.image_user.frame_start = 1
texture.image_user.use_auto_refresh = True
mat.node_tree.links.new(texture.outputs['Color'], mat.node_tree.nodes['Principled BSDF'].inputs['Base Color'])
paint(screen, mat)

for frame_number in range(1, 5):
    bpy.context.scene.frame_set(frame_number)
    shoot(f'f{frame_number:02d}')

An image sequence plays a numbered set of pictures instead of one still. In the Video Sequencer, use Add ▸ Image/Sequence; for a texture, set an Image Texture node to a sequence source. Each file supplies one frame.

For a material, load the first file with bpy.data.images.load(path) and set image.source to 'SEQUENCE'. Set frame_duration and frame_start on the ShaderNodeTexImage's image_user, then enable use_auto_refresh=True (its default is False) so the image updates as the scene frame changes. Rendering to still files such as PNG makes it easy to resume from a middle frame.

Missing numbers or inconsistent zero padding can break detection or change the order. Match the frame rate and scene range to the number of images. This demo creates four colored PNGs inside Blender and uses them to change a surface material frame by frame.

When to use

Use it for hand-drawn animation, frame-by-frame expressions, or render-farm output where each frame needs direct control. Fix the filename pattern and frame range first.

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