user: Explain Properties in complete detail according to the official Blender documentation.

assistant: Image
:   Image data-block to use.

Interpolation
:   Method to scale images up or down for rendering.

    Linear:
    :   Regular quality interpolation.

    Cubic:
    :   Smoother, better quality interpolation. Bump maps should use this for best results.

    Closest:
    :   No interpolation (nearest neighbor). Useful for rendering pixel art.

    Smart:
    :   Cycles Only
        Only for Open Shading Language. Use cubic interpolation when scaling up and linear when scaling down,
        for better performance and sharpness.

Projection
:   How to project *Vector* onto the image for arriving at a color.

    Flat:
    :   Place the image in a unit square (stretching from (0, 0, 0) to (1, 1, 0))
        and project the *Vector* vertically onto it. This projection is typically used in combination
        with UV maps.

    Box:
    :   Place the image on each side of a unit cube (stretching from (0, 0, 0) to (1, 1, 1))
        and project the *Vector* onto this cube, along the axis that’s closest to the mesh normal.
        This projection is commonly used in architectural models considering these have lots of
        box-shaped objects.

        Blend
        :   Rather than projecting onto just one side (which creates sharp transitions), project onto
            multiple sides and blend the results together. The higher the value, the more blending and
            the smoother the result.

    Sphere:
    :   Wrap the image around a sphere with origin (0.5, 0.5, 0.5), and project the *Vector* from
        this origin onto this sphere. This projection is, of course, perfect for spherical objects
        such as planets, and is also useful for organic objects.

    Tube:
    :   Wrap the image around a cylinder with base (0.5, 0.5, 0) and height 1, and project the
        *Vector* horizontally from the central axis onto this cylinder. This projection is useful for
        a label on a bottle, for example. However, it’s not suited for the top or bottom side of objects.

    Projections demonstrated using “Object” texture coordinates

    |  |  |
    | --- | --- |
    | ../../../_images/render_shader-nodes_textures_image_projection-flat.png   Flat projection | ../../../_images/render_shader-nodes_textures_image_projection-box.png   Box projection |
    | ../../../_images/render_shader-nodes_textures_image_projection-sphere.png   Sphere projection | ../../../_images/render_shader-nodes_textures_image_projection-tube.png   Tube projection |

Extension
:   How the image is extrapolated if *Vector* lies outside the regular (0, 0, 0) to (1, 1, 1) bounds:

    Repeat:
    :   Repeat the image horizontally and vertically (tiling).

    Extend:
    :   Extend the image by repeating the pixels on its edges.

    Clip:
    :   Clip to the original image size and set all the exterior pixels values to transparent black.

    Mirror:
    :   Repeatedly flip the image horizontally and vertically.

Source
:   Type of image (Single Image, Movie…). See [Image Settings](../../../editors/image/image_settings.xhtml).

Frames
:   How many frames of the Movie-type image (video) to play. Past this point, the video will be paused
    (unless *Cyclic* is enabled).

    If you want to play the whole video, you can click
    [Match Movie Length](../../../editors/image/image_settings.xhtml#bpy-ops-image-match-movie-length) in the Image Editor’s Sidebar,
    then copy the *Frames* from there to the node.

Start Frame
:   Scene frame at which the video should start playing.

Offset
:   Number of frames to offset the video to an earlier point in time.
    (Put differently: how many frames at the start of the video to skip.)

Cyclic
:   Start over after the last frame to create a continuous loop.

Auto Refresh
:   Update the video texture in the 3D Viewport when moving through the timeline.

Color Space
:   The [Color Space](../../../glossary/index.xhtml#term-Color-Space) the image file was saved in.
    See [Image Settings](../../../editors/image/image_settings.xhtml#bpy-types-colormanagedinputcolorspacesettings-name) for details.

Alpha
:   How the image uses its [Alpha Channel](../../../glossary/index.xhtml#term-Alpha-Channel).
    See [Image Settings](../../../editors/image/image_settings.xhtml#bpy-types-image-alpha-mode) for details.