Adding graphics as textures

To add graphics as textures, we will need to open each image in Blender and create 3D objects that will receive those images as textures. Before you create an object to receive those images in Blender, we need a critical piece of information. You need the image dimensions.

Why? To avoid any potential distortions on images in Blender, we have to match the proportions for each graphic. For instance, we have a logo for the channel with 745 x 750 pixels. If you apply that logo to a square 3D plane, it will have a small distortion.

How do you find image's dimensions? Go to the file manager of your system and right-click on the image file and ask for Properties. There you will find properties such as dimensions. Here is an example of the details from a Windows 10 system (Figure 5.8):

Figure 5.8: Image dimensions

With the dimensions in mind, we can create an object in Blender.

If you are on a Mac, you can use Cmd + I to open a similar panel when selecting an image file.

In the 3D View, you can press the Shift + A keys and choose Mesh | Plane. It will create a square 3D plane. Now, press the N key to open the Properties sidebar in your 3D View and locate the dimensions for the plane.

Change the dimensions to become 7.45 for X and 7.50 for Y. We only need the proportions to be the same (Figure 5.9):

Figure 5.9: Plane proportions

The next step is to create a material for the plane. In the properties, the window adds new material to the plane using the New button (Figure 5.10). Change the material shader to Diffuse BSDF. Click on the Principled BSDF name and pick Diffuse BSDF instead:

Figure 5.10: Adding new material

For the color, choose black.

We will need a material to assign a texture, and that is our next move. Using the space of your Timeline window, change the window type to Shader Editor.

There you will see Blender's Visual Material Editor. Using the Shift + A key, add the following nodes to the Shader Editor:

  • Shader | Transparent BSDF
  • Shader | Mix Shader
  • Texture | Image Texture

You will see unconnected nodes floating in your window. In the Image | Texture node, use the Open button to get the mug.png file from your hard drive.

Although the Shader Editor might look complicated to use, it is incredibly easy once you learn how to connect nodes. To connect two nodes, you can click and drag from an output socket on the right to an input socket on the left. Use the colors of each circle as a reference.

For instance, connect the color output from the mage Texture (yellow) to the color input of your Diffuse BSDF on the left.

Hold the Ctrl key and click and drag with the left mouse button to cut the connection from the Diffuse BSDF to the Material Output. Then, connect the Mix Shader to the Material Output (green). Connect the Diffuse BSDF to the lower input socket of your Mix Shader, and the Alpha from your Image Texture to the Fac of your Mix Shader.

Finally, you can connect the Transparent BSDF output to the middle input socket of your Mix Shader. You will get an arrangement similar to what Figure 5.11 shows:

Figure 5.11: Material nodes

What do all these nodes mean? We are using an Image Texture and applying it as visible content (Diffuse BSDF) of our material. And based on transparent pixels from the object, we are showing a fully transparent material (Transparent BSDF), only at places where our image has transparent pixels (Alpha | Fac).

Finally, using the S key, you can shrink down the plane and move it to the lower-right corner of your screen and apply the scale with Ctrl + A.

Whenever you make a scale transformation that later will receive keyframes, it is wise to apply the scale with Ctrl + A. That will remove any scale factors from the object and make the current size the real scale of any selected object.
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