Blending Modes: Difference between revisions
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Taken from https://helpx.adobe.com/after-effects/using/blending-modes-layer-styles.html | Taken from https://helpx.adobe.com/after-effects/using/blending-modes-layer-styles.html | ||
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The result color is the source color. This mode ignores the underlying color. Normal is the default mode. | |+ Common Blending Modes | ||
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! Blending Mode !! Description !! Image | |||
The result color for each pixel is either the source color or the underlying color. The probability that the result color is the source color depends on the opacity of the source. If opacity of the source is 100%, then the result color is the source color. If opacity of the source is 0%, then the result color is the underlying color. Dissolve and Dancing Dissolve do not work on 3D layers. | |- | ||
| Normal || The result color is the source color. This mode ignores the underlying color. Normal is the default mode.|| [[File:blend_normal.png]] | |||
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Same as Dissolve, except that the probability function is recalculated for each frame, so the result varies over time. | | Dissolve || The result color for each pixel is either the source color or the underlying color. The probability that the result color is the source color depends on the opacity of the source. If opacity of the source is 100%, then the result color is the source color. If opacity of the source is 0%, then the result color is the underlying color. Dissolve and Dancing Dissolve do not work on 3D layers.|| Example | ||
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| Dancing Dissolve || Same as Dissolve, except that the probability function is recalculated for each frame, so the result varies over time. || Example | |||
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| Multiply || Example || Example | |||
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| Color Burn || Example || Example | |||
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| Luminescent Premul|| Prevents clipping of color values that exceed the alpha channel value after compositing by adding them to the composition. Useful for compositing rendered lens or light effects (such as lens flare) from footage with premultiplied alpha channels. May also improve results when compositing footage from matting software from other manufacturers. When applying this mode, you may get the best results by changing interpretation of the premultiplied-alpha source footage to straight alpha.|| Example | |||
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==Darken== | ==Darken== | ||
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Note: Sometimes, when layers are aligned edge-to-edge, seams can appear between the layers. This is especially an issue with 3D layers that are joined to one another at the edges to build a 3D object. When the edges of a layer are anti-aliased, there's some partial transparency at the edges. When two areas of 50% transparency overlap, the result is not 100% opacity but 75% opacity, because the default operation is multiplication. (50% of the light gets through one layer, and then 50% of the remainder gets through the next layer, so 25% gets through the system.) This is like partial transparency in the real world. But, in some cases, you don't want this default blending. You want the two 50% opacity areas to combine to make a seamless, opaque join. You want the alpha values to be added. In these cases, use the Alpha Add blending mode. | Note: Sometimes, when layers are aligned edge-to-edge, seams can appear between the layers. This is especially an issue with 3D layers that are joined to one another at the edges to build a 3D object. When the edges of a layer are anti-aliased, there's some partial transparency at the edges. When two areas of 50% transparency overlap, the result is not 100% opacity but 75% opacity, because the default operation is multiplication. (50% of the light gets through one layer, and then 50% of the remainder gets through the next layer, so 25% gets through the system.) This is like partial transparency in the real world. But, in some cases, you don't want this default blending. You want the two 50% opacity areas to combine to make a seamless, opaque join. You want the alpha values to be added. In these cases, use the Alpha Add blending mode. | ||
== | =Techniques= | ||
==Composite Spinner== | |||
A '''composite spinner''' is a technique where part of the screen is overlaid with a solid block that is blended over in some way, then spun around a center point. To make this effect: | |||
* Create two layers in your project. One is the source material, the second is a the spinner - usually a white square. | |||
* Set the anchor of the square to the center of one of its edges. This will be the point that the spinner will go around! It can go anywhere you want, but a good starting point is the center of the frame. | |||
* Set the blending mode of the spinner to something that lets you see the footage below. Most commonly this is done with the Difference blending mode. | |||
* Keyframe the spinner to... make it spin! Make sure that the other edges of the square don't go into the frame, scale it up if necessary. Remember; if you anchored from the center edge, you don't have to worry about re-positioning again. An easy way to check for edges is by panning through the effect to see if things come and go as it rotates. | |||
...and you're done! You can add as many spinners as you want, mixing and matching with positions, colors and blending modes. | |||