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Blend modes
Blend modes
from Wikipedia
A sketch colored digitally with use of several different blend modes in order to preserve the pencil lines and paper texture below the color layers.

Blend modes (alternatively blending modes[1] or mixing modes[2]) in digital image editing and computer graphics are used to determine how two layers are blended with each other. The default blend mode in most applications is simply to obscure the lower layer by covering it with whatever is present in the top layer (see alpha compositing); because each pixel has numerical values, there also are many other ways to blend two layers.

Most graphics editing programs, such as Adobe Photoshop and GIMP, allow users to modify the basic blend modes, for example by applying different levels of opacity to the top "layer". The top "layer" is not necessarily a layer in the application; it may be applied with a painting or editing tool. The top "layer" also is called the "blend layer" and the "active layer".

In the formulas shown on this page, values go from 0.0 (black) to 1.0 (white).

Normal blend mode

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This is the standard blend mode which uses the top layer alone,[3] without mixing its colors with the layer beneath it:[example needed]

where a is the value of a color channel in the underlying layer, and b is that of the corresponding channel of the upper layer. The result is most typically merged into the bottom layer using "simple" (b over a) alpha compositing (making the actual formula ), but other Porter-Duff operations are possible.[3] The compositing step results in the top layer's shape, as defined by its alpha channel, appearing over the bottom layer.

Dissolve

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The dissolve mode takes random pixels from both layers. With top layer opacity greater than that of the bottom layer, most pixels are taken from the top layer, while with low opacity most pixels are taken from the bottom layer. No anti-aliasing is used with this blend mode, so the pictures may look grainy and harsh.

Adobe Photoshop generates a pseudo-random noise dither pattern on startup, with each pixel location in a 2D raster array assigned a gray value (R=G=B) and an alpha value of 1 ("on"). As the opacity of the top layer is reduced, the alpha value of some of the gray pixels is switched from 1 to 0 ("off"), with the result that image pixels corresponding to a gray-valued pixel in the raster array are either on (visible, opaque) or off (invisible, transparent), with no opacity gradation.

Multiply and Screen

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Multiply and Screen blend modes are basic blend modes for darkening and lightening images, respectively. There are many combinations of them, such as Overlay, Soft Light (see below), Vivid Light, Linear Light, and Pin Light.

Multiply

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Multiply blend mode takes the RGB channel values from 0 to 1 of each pixel in the top layer and multiplies them with the values for the corresponding pixel from the bottom layer. The composite is darker, unless the pixel is white in either layer or black in both layers. Where either layer is white, the composite is the same as the other layer. Where both layers are black, the composite is the same.

where a is the base layer value and b is the top layer value.

This mode is commutative: exchanging two layers does not change the result. If the two layers contain the same picture, multiply blend mode is equivalent to a quadratic curve, or gamma correction with γ=2. For image editing it is sometimes more convenient to simply go to the Curves dialog of the software, because it gives more flexibility in the shape of the curves. Or one can use Levels dialog: the middle number is usually 1/γ, so one can just type 0.5.

If one layer contains a homogeneous color, such as the gray color (0.8, 0.8, 0.8), multiply blend mode is equivalent to a curve that is simply a straight line. This is also equivalent to using this gray value as opacity when doing "normal mode" blend with a black bottom layer.

Screen

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With Screen blend mode, the values of the pixels in the two layers are inverted, multiplied, and then inverted again. The result is the opposite of Multiply: wherever either layer was darker than white, the composite is brighter.

where a is the base layer value and b is the top layer value.

This mode is commutative: exchanging two layers does not change the result. If one layer contains a homogeneous gray, Screen blend mode is equivalent to using this gray value as opacity when doing "normal mode" blend with white top layer.

Overlay

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Overlay combines Multiply and Screen blend modes.[4] Where the base layer is light, the top layer becomes lighter; where the base layer is dark, the top becomes darker; where the base layer is mid grey, the top is unaffected. An overlay with the same picture looks like an S-curve.

where a is the base layer value and b is the top layer value.

When one gets linear interpolation between 0 and ; when one gets linear interpolation between and 1. This mode is not commutative. However, it can be made commutative by changing the condition to be either or .

Hard Light

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Hard Light is also a combination of Multiply and Screen. Hard Light affects the blend layer's relationship to the base layer in the same way Overlay affects the base layer's relationship to the blend layer.

The inverse relationship between Overlay and Hard Light makes them "commuted blend modes". [citation needed]

Soft Light

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Comparison of soft light blend modes

Soft light is most closely related to Overlay and is only similar to Hard Light by name. Applying pure black or white does not result in pure black or white.[example needed]

There are a variety of different methods of applying a soft light blend.[5] All the flavors produce the same result when the top layer is pure black; same for when the top layer is pure neutral gray. The Photoshop and illusions.hu flavors also produce the same result when the top layer is pure white (the differences between these two are in how one interpolates between these 3 results).

These three results coincide with gamma correction of the bottom layer with γ=2 (for top black), unchanged bottom layer (or, what is the same, γ=1; for top neutral gray), and γ=0.5 (for top white).

The formula used by Photoshop as of 2012 has a discontinuity of local contrast, and other formulas correct it. Photoshop's formula is:[6]

where a is the base layer value and b is the top layer value. Depending on b, one gets a linear interpolation between three gamma corrections: γ=2 (for b=0), γ=1 (for b=0.5), and γ=0.5 (for b=1).

Pegtop's formula[6] is smoother and corrects the discontinuity[better source needed] at b = 0.5:

This is a linear interpolation between Multiply (for a=0) and Screen (for a=1) blend modes. It can also be seen as a linear interpolation between the gamma correction with γ=2 (for b=0), and a certain tonal curve (for b=1). (The latter curve is equivalent to applying γ=2 to the negative of image.)

A third formula defined by illusions.hu[7] corrects the discontinuity in a different way, doing gamma correction with γ depending on b:

For b=0, one still gets γ=2, for b=0.5 one gets γ=1, for b=1 one gets γ=0.5, but it is not a linear interpolation between these 3 images.

The formula specified by recent W3C drafts[3] for SVG and Canvas is mathematically equivalent to the Photoshop formula with a small variation where b≥0.5 and a≤0.25:

where:

This is also the formula used by Cairo,[8] and in earlier PDF documentation.[9]

It is still a linear interpolation between 3 images for b=0, 0.5, 1. But now the image for b=1 is not γ=0.5, but the result of a tonal curve which differs from the curve of γ=0.5 for small values of a: while gamma correction with γ=0.5 may increase the value of a many times, this new curve limits the increase of a by coefficient 4.

Dodge and burn

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Dodge and burn change the lightness of the pictures, inspired by the dodging and burning performed in a darkroom. Dodging lightens an image, while burning darkens it. Dodging the image is the same as burning its negative (and vice versa).

  • Dodge modes:
    • The Screen blend mode inverts both layers, multiplies them, and then inverts that result.
    • The Color Dodge blend mode divides the bottom layer by the inverted top layer. This lightens the bottom layer depending on the value of the top layer: the brighter the top layer, the more its color affects the bottom layer. Blending any color with white gives white. Blending with black does not change the image. The operation is not invertible due to possible clipping of highlights. (The clipping happens in the same area as for the Linear Dodge.) When the top layer contains a homogeneous color, this effect is equivalent to changing the white point to the inverted color. The perceived contrast increases when there is no clipping.
    • The Linear Dodge blend mode simply sums the values in the two layers (also known as additive blending). Blending with white gives white. Blending with black does not change the image. When the top layer contains a homogeneous color, this effect is equivalent to changing the output black point to this color, and (input) white point to the inverted color. The contrast is decreased when there is no clipping.
    • Divide: Same as "Color Dodge", but blending with white does not change the image.
  • Burn modes:
    • The Multiply mode simply multiplies each component in the two layers.
    • The Color Burn mode divides the inverted bottom layer by the top layer, and then inverts the result. This darkens the top layer increasing the contrast to reflect the color of the bottom layer. The darker the bottom layer, the more its color is used. Blending with white produces no difference. When the top layer contains a homogeneous color, this effect is equivalent to changing the black point to the inverted color. The operation is not invertible due to possible clipping of shadows. The clipping happens in the same area as for the Linear Burn.
    • The Linear Burn mode sums the value in the two layers and subtracts 1. This is the same as inverting each layer, adding them together (as in Linear Dodge), and then inverting the result. Blending with white leaves the image unchanged.
  • Vivid Light: this blend mode combines Color Dodge and Color Burn (rescaled so that neutral colors become middle gray). Dodge applies when values in the top layer are lighter than middle gray, and burn applies to darker values. The middle gray is the neutral color. When the top layer's color is lighter than this, this effectively moves the white point of the bottom layer down by twice the difference; when it is darker, the black point is moved up by twice the difference. (This increases the perceived contrast.)
  • Linear Light: this blend mode combines Linear Dodge and Linear Burn (rescaled so that neutral colors become middle gray). Dodge is applied when the value on the top layer is lighter than middle gray, and burn applies when the top layer value is darker. The calculation simplifies to the sum of the bottom layer and twice the top layer, subtract 1. This mode decreases the contrast.
  • Subtract: this blend mode sums the value in the two layers and subtracts 1. Unlike Linear Burn, blending with white affects the image.

Simple arithmetic blend modes

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Divide

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This blend mode divides the RGB channel values of bottom layer by those of the top layer: the darker the top layer, the brighter the bottom layer will appear. Blending any color with black yields white; blending with white has no effect. This operation is not invertible due to possible clipping of highlights.

When blended with a homogeneous color such as gray, this blend mode uniformly increases an image's contrast, especially its highlights. It can also sometimes be used to correct/remove a uniform color tint from an image (similar to adjusting the image's white point) by specifying the color tint itself as the value to divide by.

Addition

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This blend mode simply adds pixel values of one layer with the other. In case of values above 1 (in the case of RGB), white is displayed. "Linear Dodge" produces the same visual result. Since this always produces the same or lighter colors than the input it is also known as 'plus lighter'. A variant subtracts 1 from all end values, with values below 0 becoming black; this mode is known as 'plus darker'.

Subtract

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This blend mode simply subtracts pixel values of one layer with the other. In case of negative values, black is displayed. In some applications such as Krita, "Inverse Subtract" is also available.[1]

Difference

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Difference subtracts the bottom layer from the top layer and takes the absolute value of the result. As such, Difference never returns negative values. Blending with black produces no change, as values for all colors are 0. (The RGB value for black is (0,0,0).) Blending with white inverts the picture.

One of the main utilities for this is during the editing process, when it can be used to verify alignment of pictures with similar content. Exclusion is a very similar blend mode with lower contrast.

Darken Only

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Darken Only creates a pixel that retains the smallest components of the foreground and background pixels. If the foreground pixel has the components , and the background has , the resultant pixel is:[10]

Lighten Only

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Lighten Only has the opposite action of Darken Only. It selects the maximum of each component from the foreground and background pixels. The mathematical expression for Lighten Only is:[10]

Boolean arithmetic blend modes

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A few applications, such as Aviary's Peacock and KDE's Krita,[1] supply boolean arithmetic blend modes. These combine the binary expansion of the hexadecimal color at each pixel of two layers using boolean logic gates. The top layer's alpha controls interpolation between the lower layer's image and the combined image.

Hue, saturation, color and luminosity

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Photoshop's hue, saturation, color, and luminosity blend modes are based on a color space with hue, chroma and luma dimensions. Note: this space is different from both HSL and HSV, and only the hue dimension is shared between the three. See the article HSL and HSV for details.

Unlike all of the previous blend modes described, which operate on each image channel independently, in each of these modes, some dimensions are taken from the bottom layer, while the remainder are taken from the top layer. Colors which end up out of gamut are brought inside by mapping along lines of constant hue and luma. This makes the operations uninvertible – after a top layer has been applied in one of these blend modes, it is in some cases impossible to restore the appearance of the original (bottom) layer, even by applying a copy of the bottom layer in the same blend mode above both.

  • The Hue blend mode preserves the luma and chroma of the bottom layer, while adopting the hue of the top layer.
  • The Saturation blend mode preserves the luma and hue of the bottom layer, while adopting the chroma of the top layer.
  • The Color blend mode preserves the luma of the bottom layer, while adopting the hue and chroma of the top layer.
  • The Luminosity blend mode preserves the hue and chroma of the bottom layer, while adopting the luma of the top layer.

Because these blend modes are based on a color space which is much closer than RGB to perceptually relevant dimensions, it can be used to correct the color of an image without altering perceived lightness, and to manipulate lightness contrast without changing the hue or chroma. The Luminosity mode is commonly used for image sharpening, because human vision is much more sensitive to fine-scale lightness contrast than color contrast. (See Contrast (vision))

Few editors other than Photoshop implement this same color space for their analogs of these blend modes.[3] Instead, they typically base their blend modes on HSV (aka HSB) or HSL. Blend modes based on HSV are typically labeled hue, saturation, and brightness. Using HSL or HSV has the advantage that most operations become invertible (at least in theory), but the disadvantage that the dimensions of HSL and HSV are not as perceptually relevant as the dimensions of the space Photoshop uses.

Relation to masking

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The result of applying several of these modes depends linearly on the pixel level of the top layer. In such cases, when the top layer is purely black, one gets a certain transformation of the bottom layer (which may be just a purely black or purely white image). When the top layer is purely white, one gets another such transformation. The intermediate gray values are described above using the opacity slider on the second transformation.

In such cases, applying the blending mode is equivalent to Normal blending:

  • Apply two transformations to the bottom layers;
  • Use the result of the first transformation as the new bottom layer;
  • Put the result of the second transformation as the new top layer;
  • Use the initial top layer as the mask on the new top layer.

(This assumes that the mask may be colored, with its R, G, B channels masking the channels of the image independently. Many image manipulation programs do not allow such masks; for them this equivalence holds only for grayscale top layers.)

Differences between layer and tool blending

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Some applications allow the user to apply blending modes to painting tools, such as the Brush tool in Photoshop or any painting tools in GIMP. When blending modes are used with these tools, the result is calculated based on pixels already existing on the target layer. If no pixels currently exist, then the 'painted' pixels are created as if in Normal blending mode. Subsequent strokes that overlap are then calculated based on the tool's blending mode, and the result is applied directly to the layer. A key difference with tool blending versus layer blending is that the results of tool blends are generally not able to be adjusted after the stroke is made, with the exception of stepping backward with the application's Undo command; layer blends may be adjusted with opacity or even switched, as they are applied dynamically between layers. Put differently, painting tools alter the pixels on a layer; blend modes applied to two layers don't alter any pixels, but only affect the resulting visual image.

This distinction is useful to create various effects on a single layer, such as when applying dodge and burn techniques, where painting with a low opacity in screen or multiply modes allows the user to build up or reduce the results in a more organic way on a single layer.

See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Blend modes, also known as blending modes or mixing modes, are computational techniques in and that determine how the colors of two or more overlapping layers or images are combined to produce a resulting color. These modes operate by applying mathematical formulas to the color channels (typically RGB) or components (such as hue, saturation, and in HSL space) of the source and base images, often in conjunction with alpha transparency values to control opacity and coverage. The foundational framework for blend modes stems from , introduced in the 1984 paper "Compositing Digital Images" by Thomas Porter and Tom Duff at , which defined 12 Porter-Duff operators for combining images based on their alpha channels, enabling operations like "over," "in," and "out" for realistic layering without manual manipulation. This model was later expanded to include color blending functions, separating the process into a blending step (mixing colors) followed by (applying alpha-based placement), as standardized in specifications like the W3C's Compositing and Blending Level 1. In practice, blend modes are categorized into groups based on their effects: normal modes (e.g., Normal, Dissolve) simply overlay or mix pixels without alteration; darken modes (e.g., Multiply, Darken, Color Burn) produce darker results by selecting or multiplying lower values; lighten modes (e.g., Screen, Lighten, Color Dodge) yield brighter outcomes through inversion or addition; contrast modes (e.g., Overlay, Soft Light, Hard Light) enhance contrast by varying multiplication and screening based on luminosity; comparative modes (e.g., Difference, Exclusion) highlight discrepancies between layers; and component modes (e.g., Hue, Saturation, Color, Luminosity) isolate and blend specific color attributes for targeted adjustments. These 16 standard modes, as defined in the W3C Compositing and Blending Level 1 specification, which builds upon the Porter-Duff compositing model by separating color blending from alpha compositing, form the core of implementations in graphics software and web standards, though applications like Adobe Photoshop expanded to 27 modes since their introduction with layers in version 3.0 in 1994, enabling creative applications in photo retouching, compositing, and visual effects. Blend modes are essential for non-destructive editing, allowing artists and designers to achieve effects like shadows, highlights, and color corrections efficiently, with computations typically performed in linear RGB space to ensure perceptual accuracy.

Fundamentals of Blend Modes

Definition and Common Applications

Blend modes are mathematical operations used in and to combine the colors of overlapping layers or elements on a per-pixel basis, typically within color spaces such as RGB, where colors are represented additively through , , and channels. These operations take the base layer color (a) and the blend layer color (b) as inputs, producing a resulting color through a function f(a, b) that alters how the pixels interact, often simulating effects like darkening, lightening, or contrast enhancement. Understanding blend modes requires familiarity with underlying color models, such as the RGB additive color space, which defines how light intensities combine to form visible colors. The general structure of blend mode computation yields a result = f(base, blend, opacity), where opacity modulates the influence of the blend layer, allowing for partial transparency and seamless integration between layers. When opacity is 100%, the blend mode fully applies the function; lower values blend the result with the base layer proportionally, enabling nuanced control over visibility and interaction. The normal blend mode serves as the default baseline, simply layers based on opacity without additional color manipulation. Blend modes originated from foundational work in computer graphics compositing, notably the 1984 paper by Thomas Porter and Tom Duff, which introduced algebraic operations for combining digital images and laid the groundwork for modern blending techniques. They were popularized in consumer software through Adobe Photoshop version 3.0 in 1994, which integrated them with layers for widespread use in digital art. Common applications include photo editing in tools like Photoshop and GIMP for non-destructive adjustments and creative effects, web design via the CSS mix-blend-mode property for dynamic visual interactions, and compositing in film post-production software like Adobe After Effects to merge footage realistically.

Normal Blend Mode

The normal blend mode serves as the foundational blending operation in digital image editing and , where the top layer (denoted as the blend layer bb) is displayed opaquely over the base layer (aa), effectively replacing the underlying pixels without any color interaction or modification. This mode operates according to the simple formula f(a,b)=bf(a, b) = b, ignoring the base layer's color entirely except in cases involving transparency. As the default setting in applications like , it enables straightforward layering where the blend layer's pixels directly determine the result, preserving the integrity of both layers for non-destructive editing workflows. When the blend layer incorporates partial transparency via an alpha channel, the normal mode aligns with principles, specifically as the source-over operator in the Porter-Duff model. The resulting color is computed as Co=Cb+Ca(1αb)C_o = C_b + C_a (1 - \alpha_b), where CbC_b and αb\alpha_b are the premultiplied color and alpha of the blend layer, and CaC_a is the base layer's color, ensuring the blend layer covers the base proportionally to its opacity. Layer opacity further modulates this by applying a uniform scalar, yielding result=bopacity+a(1opacity)\text{result} = b \cdot \text{opacity} + a \cdot (1 - \text{opacity}), which facilitates simple, linear layering without altering the inherent colors of either layer. This behavior supports core tasks, such as stacking elements in or , where unaltered visibility of the top layer is essential. In essence, the normal blend mode exemplifies a special case of Porter-Duff operations, prioritizing the blend layer's contribution while leveraging alpha for seamless integration, distinct from modes like dissolve that introduce randomized pixel sampling for textured transparency effects.

Dissolve Blend Mode

The dissolve blend mode operates by randomly selecting pixels from either the base layer or the blend layer for each position in the resulting image, with the probability of selecting the blend layer pixel determined by its opacity value. For instance, at 50% opacity, approximately half of the pixels will display the blend layer color, while the other half show the base layer color, creating a probabilistic mosaic effect without any intermediate color blending or arithmetic operations between the layers. This mechanism differs from the normal blend mode, which achieves opacity through smooth, linear interpolation rather than random selection. Unlike arithmetic blending modes, dissolve relies on pseudo-random noise generation to determine pixel visibility, producing a granular, dithered appearance that simulates spatial on/off patterns based on opacity thresholds, without anti-aliasing or color interpolation. The output resembles a overlay, where the randomness ensures no predictable , making it computationally straightforward as it involves only selection rather than complex calculations. In applications such as , the dissolve mode is commonly used to create dithered fade transitions between layers, adding a textured, speckled quality that evokes artistic effects like simulated or granular patterns. It proves effective for introducing controlled randomness in composite images, such as enhancing textures on patterns or achieving vintage, noisy aesthetics without dedicated filter tools. However, the mode's noisy, abrupt output limits its suitability for scenarios requiring smooth or precise blends, as the random replacement can appear visually harsh and lacks the subtlety of opacity-based transparency in other modes. This simplicity in computation comes at the cost of predictability, often necessitating additional adjustments like blurring to mitigate the stark granularity.

Darken and Lighten Composite Modes

Multiply Mode

The Multiply mode is a fundamental darkening blend operation in digital and software, where the color values of the base layer and blend layer are multiplied channel by channel. The resulting color is computed using the f(a,b)=a×bf(a, b) = a \times b, with values normalized to the range [0,1] and the output clamped to prevent overflow, ensuring the final color is always darker or equal to the base unless blending with white. This arithmetic approach simulates light absorption, where midtones progressively darken and pure remains unchanged regardless of the blend layer. In terms of behavior, the mode preserves deep shadows since any value multiplied by 0 yields 0, while whites in the blend layer (value 1) act as neutral, producing no alteration to the base layer. Successive applications with non-black or non-white colors accumulate darkening effects, enhancing depth without introducing highlights, which makes it ideal for subtle tone adjustments. For instance, blending a mid-gray base of RGB(0.5, 0.5, 0.5) with a lighter gray of RGB(0.8, 0.8, 0.8) results in RGB(0.4, 0.4, 0.4), demonstrating uniform darkening across channels. Common applications include adding realistic shadows to illustrations, creating vignettes to draw focus in photographs, and overlaying textures like or dirt maps to age digital artwork without harsh edges. In , Multiply closely mimics the physical process of layering in CMYK workflows, where each successive application absorbs more light from the substrate, building density in a subtractive manner. It serves as the inverse of the Screen mode, which instead lightens through a complementary inversion of the operation.

Screen Mode

The Screen mode is a blend mode used in digital image compositing that lightens the base layer by simulating the additive effect of multiple light sources. It operates on each color channel independently, applying the formula f(a,b)=1(1a)(1b)f(a, b) = 1 - (1 - a)(1 - b), where aa is the base color value (normalized between 0 and 1) and bb is the blend color value. This equation is equivalent to a+baba + b - a \cdot b, which multiplies the inverses of the input colors and then inverts the result, ensuring the output is always at least as light as the lighter of the two inputs. In terms of behavior, Screen mode preserves highlights in the base layer while gradually lightening midtones and shadows based on the blend layer's intensity. Black values in the blend layer (0) act as neutral, leaving the base unchanged, whereas white (1) results in pure white output, effectively erasing darker areas. This mode is the inverse of the Multiply mode, providing a balanced counterpart for lightening operations. Screen mode finds common applications in for brightening overall tones, creating glowing effects around subjects, or applying subtle color tints without altering highlights. For instance, it is often used to simulate light flares or to composite ethereal overlays in and . A practical example illustrates its lightening effect: blending a base gray value of (0.5, 0.5, 0.5) with a darker gray blend layer of (0.2, 0.2, 0.2) yields (0.6, 0.6, 0.6) per channel, resulting in a noticeably brighter mid-gray. Historically, this mode draws from analog techniques, mimicking the additive projection of multiple photographic slides onto a single screen, where overlapping exposures cumulatively brighten the image.

Darken Only Mode

The Darken Only mode, also known as Darken in some software like , is a selection-based blending operation that compares the color values of corresponding pixels in the base and blend layers channel by channel (typically red, green, and blue in ) and retains the darker value for each channel in the resulting composite. The formula for this mode is f(a,b)=min(a,b)f(a, b) = \min(a, b), where aa represents the base layer value and bb the blend layer value per channel, producing the darkest possible composite without introducing intermediate tones or new colors. This results in a binary choice per , ignoring any lighter values from either layer entirely. This mode exhibits commutative behavior, as the minimum operation yields the same result regardless of layer order, and it produces hard edges where transitions occur between retained dark and discarded light areas, preserving the hue and saturation of the selected darker pixels. Unlike gradual darkening methods, it applies a strict per-channel , making it suitable for scenarios requiring precise retention of without affecting darker regions. It shares similar selection logic with Lighten Only mode but inverts the choice by prioritizing minimum values over maximums. Common applications include emphasizing shadows in composite images, correcting overexposure by overlaying darker elements to suppress bright highlights, and masking unwanted bright areas such as flares or hotspots in . For instance, in , stacking multiple exposures with Darken Only retains only the darkest (non-trailing) star positions across frames. A representative example involves blending two RGB pixels: base (0.6, 0.4, 0.5) with blend (0.3, 0.7, 0.2), yielding the result (0.3, 0.4, 0.2) by selecting the minimum value for each channel. Computationally, this mode is highly efficient, relying solely on simple per-channel comparisons without requiring or other arithmetic operations, which minimizes processing overhead in software.

Lighten Only Mode

The Lighten Only mode, also known as Lighten in many graphics applications, is a composite blend mode that operates on a per-channel basis, selecting the maximum value between the base layer (backdrop) and the blend layer (source) for each color channel to produce the resulting composite image. The formula for this operation is given by B(Cb,Cs)=max(Cb,Cs)B(C_b, C_s) = \max(C_b, C_s), where CbC_b represents the color value of the backdrop and CsC_s the source in the relevant channel, ensuring the output retains only the brighter contribution from either layer. This results in the lightest possible composite for the selected channels, effectively discarding any darker values from the blend layer where they are dimmer than the base. In terms of behavior, this mode replaces in the base layer that are darker than the corresponding in the blend layer, while leaving lighter base unchanged, which can produce stark contrasts by emphasizing brighter elements without affecting existing highlights. Unlike more complex illumination modes, Lighten Only performs a straightforward separable operation across RGB or other color channels independently, making it symmetric and independent of layer order in terms of the final values. It serves as the inverse counterpart to the Darken Only mode, which instead selects minimum values for darkening effects. This blend mode finds applications in digital image editing and compositing for highlighting bright areas in layered graphics, such as enhancing light sources or simulating optical flares in visual effects workflows. It is also useful for correcting underexposed regions by blending with a lighter overlay, preserving texture while boosting luminosity in shadowed parts of an image. For instance, when compositing an RGB base layer with values (0.6, 0.4, 0.5) and a blend layer with (0.3, 0.7, 0.2), the result is (0.6, 0.7, 0.5), as the mode selects the brighter value per channel: max(0.6, 0.3) for red, max(0.4, 0.7) for green, and max(0.5, 0.2) for blue. Due to its reliance on simple per-pixel maximum comparisons, Lighten Only is computationally efficient, requiring minimal operations per channel, which makes it suitable for real-time previews in and hardware-accelerated rendering pipelines.

Illumination and Contrast Modes

Overlay Mode

The overlay blend mode is a contrast-enhancing technique that selectively applies the multiply and screen operations to the base and blend layers based on the of the base layer, thereby preserving its highlights and shadows while overlaying the blend layer. It builds on the behaviors of multiply and screen modes by using the former in darker areas of the base and the latter in lighter areas, resulting in increased overall contrast without altering midtones significantly. This mode is particularly effective for images where the goal is to integrate textures or details that adapt to the underlying tonal structure. The mathematical formula for the overlay blend mode, applied independently to each color channel with values normalized to the range [0, 1], is defined as follows: f(B,S)={2×B×Sif B<0.512×(1B)×(1S)if B0.5f(B, S) = \begin{cases} 2 \times B \times S & \text{if } B < 0.5 \\ 1 - 2 \times (1 - B) \times (1 - S) & \text{if } B \geq 0.5 \end{cases} where BB represents the base layer value and SS the blend (source) layer value. This conditional application ensures that areas below 50% gray (0.5) are darkened via a scaled multiply operation, while areas above are lightened via a scaled screen operation, avoiding clipping in pure black or white regions. In practice, the overlay mode darkens shadows and brightens highlights relative to a neutral 50% gray, thereby boosting perceived sharpness and detail without introducing halos or excessive saturation. For example, blending a value of 0.8 over a base of 0.3 (dark area) yields 2×0.3×0.8=0.482 \times 0.3 \times 0.8 = 0.48, darkening the result, whereas the same blend over a base of 0.7 (light area) yields 12×(10.7)×(10.8)=0.881 - 2 \times (1 - 0.7) \times (1 - 0.8) = 0.88, lightening it. This selective contrast adjustment makes overlay non-commutative, as swapping base and blend layers produces different outcomes compared to modes like hard light. Common applications include sharpening images via the high-pass filter technique, where a duplicated layer is filtered and set to overlay to emphasize edges while preserving the original tones. It is also widely used for adding textures, such as overlays of grain or patterns, to enhance visual interest in photographs or digital artwork without overwhelming the base composition's luminance range. Blending modes like overlay trace their conceptual roots to darkroom photography techniques, where multiple exposures were combined to achieve similar contrast effects.

Soft Light Mode

The Soft Light blend mode simulates the effect of diffused or soft lighting on an image by gently adjusting the contrast of the base layer based on the luminance values of the blend layer. This mode darkens the base colors if the blend color is darker than 50% gray and lightens them if brighter, creating a subtle interplay of tones without replacing the base color entirely. Unlike more intense modes, it produces a natural, gradual transition that mimics indirect light sources, making it ideal for refining image luminosity while preserving details. The mathematical formula for the Photoshop variant of Soft Light, applied per channel with values normalized to [0,1], is defined piecewise based on the blend value bb: f(a,b)={2ab+a2(12b)if b<0.5a(2b1)+2a(1b)otherwisef(a, b) = \begin{cases} 2ab + a^2 (1 - 2b) & \text{if } b < 0.5 \\ \sqrt{a} (2b - 1) + 2a (1 - b) & \text{otherwise} \end{cases}
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