user: What is Common Options and how is it used in Blender Python scripting?

assistant: File
:   Used for replacing or packing files.

    Pack
    :   Embed the resource into the current blend-file. See [Packed Data](../../files/blend/packed_data.xhtml).

    Path
    :   Path to the linked file.

    Open
    :   Opens the [File Browser](../file_browser.xhtml) to select a file from a drive.

    Reload
    :   Reloads the file. Useful when it has been reworked in an external application.

Use Multi-View
:   See [Multi-View](../../render/output/properties/stereoscopy/index.xhtml).

Color Space
:   Specifies the [Color Space](../../glossary/index.xhtml#term-Color-Space) that the image file was saved in.
    This information is used to correctly convert the image to Blender’s
    internal linear color space, which is used for all color computations and rendering.

    Textures and final renders are often stored in sRGB,
    while OpenEXR images are stored in a linear color space.
    Some images such as normal, bump or stencil maps do not strictly contain “colors”
    and should never have a color conversion applied to them.
    For such images, the color space should be set to *Non-Color*.

    The list of color spaces depends on the active [OCIO config](../../render/color_management/opencolorio.xhtml#ocio-config).
    The default supported color spaces are described in detail here:
    [Default OpenColorIO Configuration](../../render/color_management/color_spaces.xhtml#ocio-config-default-color-spaces).

Alpha
:   How the image uses its [Alpha Channel](../../glossary/index.xhtml#term-Alpha-Channel).
    This option is only available if the image format supports transparency.

    Straight:
    :   Store RGB and alpha channels separately with alpha acting as a mask, also known as unassociated alpha.
        Commonly used by image editing applications and file formats like PNG.
        This preserves colors in parts of the image with zero alpha.

    Premultiplied:
    :   Store RGB channels with alpha multiplied in, also known as associated alpha.
        The natural format for renders and used by file formats like OpenEXR.
        This can represent purely emissive effects like fire correctly, unlike straight alpha.

    Channel Packed:
    :   Different images are packed in the RGB and alpha channels, and they should not affect each other.
        Channel packing is commonly used by game engines to save memory.

    None:
    :   Ignore alpha channel from the file and make image fully opaque.

Half Float Precision
:   Load the image with a [bit depth](../../glossary/index.xhtml#term-Bit-Depth) of only 16 bits per channel instead of 32, which saves memory.

View as Render
:   Apply the [color management](../../render/color_management/displays_views.xhtml#render-post-color-management) settings when displaying this image on the screen.

Seam Margin
:   The thickness of the margin around UV islands for texture painting to bleed into. This margin ensures that
    no unpainted pixels remain at the island border.

    [image reference removed]

    Painting a stroke across a seam in 3D space makes it extend past the UV island borders in the texture,
    until it gets cut off at the margin.

    A higher value will result in a thicker margin, which can be useful if you intend to create mipmaps
    of the texture. However, this may also reduce painting performance.