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	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=16303</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=16303"/>
				<updated>2012-07-26T08:57:40Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizione/miscela.'')&lt;br /&gt;
&lt;br /&gt;
Nelle seguenti descrizioni, 'A' si riferisce al colore sul livello con le impostazioni del metodo miscela, e 'B' si riferisce al colore dei livelli sottostanti.  Si noti che in quasi tutti i livelli, il canale alfa dei colori avrà un effetto di scalettatura sulla miscelazione. Il parametro 'valore' avrà anch'esso un effetto scalettatura.  Nella maggior parte delle descrizioni questi 2 dettagli sono stati ignorati.&lt;br /&gt;
&lt;br /&gt;
Nell'esempio seguente un gradiente varia dal nero al bianco al trasparente (A) è miscelato con il livello sopra un {{l|Paste Canvas|tela in linea}} di Tux su uno sfondo trasparente (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
I metodi di miscelazione attualmente disponibili sono:&lt;br /&gt;
&lt;br /&gt;
==Composito==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è quello predefinito, semplicemente visualizza il contenuto del livello. Questo metodo di miscelazione è simile alla modalità di livello '''Modo Normale''' spesso presente nei programmi 2D.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Diretto==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è simile al precedente, tranne che per il fatto che gli oggetti sotto un oggetto-''diretto'' saranno invisibili. Così che se c'è un oggetto più o meno trasparente sul livello ''Modo Diretto'', gli oggetti sui livelli sottostanti non saranno visibili attraverso di lui.&lt;br /&gt;
&lt;br /&gt;
Più esattamente, il colore risultante è &amp;quot;(A-B)*Valore + B&amp;quot;.  Quindi se Valore è 1 il risultato è A e se il Valore è 0 il risultato è B. In particolare, if Valore è 1 e A è un colore molto prossimo alla trasparenza, il colore ottenuto sarà anche A; nonostante A sia praticamente trasparente, nulla del colore di B verrà usato.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Sopra==&lt;br /&gt;
&lt;br /&gt;
Se un livello è impostato a ''Sopra'' come metodo di miscelazione, solo le parti del livello che stanno sopra un'area non trasparente saranno visibili.&lt;br /&gt;
&lt;br /&gt;
Esattamente:  è come per il metodo di miscelazione Composito tranne che la trasparenza del colore risultante è impostata con pari valore di trasparenza del livello B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Diretto Sopra==&lt;br /&gt;
Questo metodo è una combinazione dei due precedenti. Per esempio, se un oggetto semitrasparente è impostato a ''Diretto Sopra'', sarà solo visibile su un'area non trasparente, e la parte non trasparente sotto quell'oggetto non sarà visibile.&lt;br /&gt;
&lt;br /&gt;
Esattamente: il colore risultante è &amp;quot;(X-B)*Valore + B&amp;quot; dove X è A ma con la sua trasparenza posta a A volte la trasparenza di B.&lt;br /&gt;
&lt;br /&gt;
Così se Valore è 1 il risultato è A, ma con la sua trasparenza moltiplicata per quella di B, e se Valore è 0 il risultato è B. In particolare, se Valore è 1 e A è un colore pressoché trasparente, il colore risultante sarà la versione più trasparente possibile di A; nonostante A sia quasi trasparente, nulla del colore di B compare nel risultato finale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--(Yuck.  Are these 'precisely' comments useful?)[Yes!]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Dietro==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione rende visibile il livello sulle aree trasparenti, e invisibile sulle non trasparenti, dando la sensazione che il livello sia posto dietro gli altri. E' spesso usato per i livelli ad effetto &amp;quot;Ombra&amp;quot;, per ottenere un effetto di proiezione ombre.&lt;br /&gt;
&lt;br /&gt;
In dettaglio: è lo stesso effetto di metodo miscela composito, ma con A e B invertite. B è composto su A anziché A su B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Schermo==&lt;br /&gt;
&lt;br /&gt;
Questo metodo miscela è simile al '''Modo Schermo''' spesso presente nei programmi 2D. Combina i colori del ''livello modo schermo'' e quelli dietro di lui, dando un risultato generalmente più luminoso.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Copertura==&lt;br /&gt;
Questo modo è simile a quello di miscelazione livello '''Modo Copertura''' di '''PhotoShop'''&lt;br /&gt;
&lt;br /&gt;
Esattamente: definisci 3 nuovi colori: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM poi miscela RET su B come nel metodo Sopra indicato prima(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Luce Intensa==&lt;br /&gt;
Questo modo è simile a quello di miscelazione livello '''Modo Luce Intensa''' di '''PhotoShop'''&lt;br /&gt;
&lt;br /&gt;
Per ogni rosso, verde e blu, se il componente è nella metà superiore del suo intervallo calcola quindi X=1-(1-(2A-1))*(1-B), altrimenti calcola X=2AB, poi miscela X su B come nel metodo Sopra indicato prima.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commented by BottyE 25-07-12 -- Is this aiming to make bright colours brighter and dark colours darker?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Muotiplica==&lt;br /&gt;
Questo modo è simile a quello di miscelazione livello '''Modo Moltiplica''' di '''PhotoShop'''&lt;br /&gt;
&lt;br /&gt;
Precisamente: il colore risultante è (((A*B)-B)*valore+B). Il calcolo viene effettuato in modo indipendente sulle componenti rosse, verdi, e blu. &lt;br /&gt;
&lt;br /&gt;
Quando valore è 0, questo diviene B. &lt;br /&gt;
&lt;br /&gt;
Quando valore è 1 diviene A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisamente: il colore risultante è (((B/A)-B)*valore)+B.&lt;br /&gt;
&lt;br /&gt;
Quando valore è 0, diviene B.&lt;br /&gt;
&lt;br /&gt;
Quando valore è 1, diviene B/A.&lt;br /&gt;
&lt;br /&gt;
Un valore piccolissimo viene aggiunto ad A prima della divisione per evitare la condizione di divisione per zero.  Questo fa sì che il metodo di fusione Divide orienti verso valori positivi, ma l'effetto è davvero trascurabile.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Somma==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisamente: il colore risultante è (B + A*A.alfa*valore). Il calcolo viene effettuato in modo indipendente sulle componenti rosse, verdi, e blu. La componenete alfa del colore è B.alfa.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=16282</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=16282"/>
				<updated>2012-07-25T11:42:28Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizione/miscela.'')&lt;br /&gt;
&lt;br /&gt;
Nelle seguenti descrizioni, 'A' si riferisce al colore sul livello con le impostazioni del metodo miscela, e 'B' si riferisce al colore dei livelli sottostanti.  Si noti che in quasi tutti i livelli, il canale alfa dei colori avrà un effetto di scalettatura sulla miscelazione. Il parametro 'valore' avrà anch'esso un effetto scalettatura.  Nella maggior parte delle descrizioni questi 2 dettagli sono stati ignorati.&lt;br /&gt;
&lt;br /&gt;
Nell'esempio seguente un gradiente varia dal nero al bianco al trasparente (A) è miscelato con il livello sopra un {{l|Paste Canvas|tela in linea}} di Tux su uno sfondo trasparente (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
I metodi di miscelazione attualmente disponibili sono:&lt;br /&gt;
&lt;br /&gt;
==Composito==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è quello predefinito, semplicemente visualizza il contenuto del livello. Questo metodo di miscelazione è simile alla modalità di livello '''Modo Normale''' spesso presente nei programmi 2D.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Diretto==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è simile al precedente, tranne che per il fatto che gli oggetti sotto un oggetto-''diretto'' saranno invisibili. Così che se c'è un oggetto più o meno trasparente sul livello ''Modo Diretto'', gli oggetti sui livelli sottostanti non saranno visibili attraverso di lui.&lt;br /&gt;
&lt;br /&gt;
Più esattamente, il colore risultante è &amp;quot;(A-B)*Valore + B&amp;quot;.  Quindi se Valore è 1 il risultato è A e se il Valore è 0 il risultato è B. In particolare, if Valore è 1 e A è un colore molto prossimo alla trasparenza, il colore ottenuto sarà anche A; nonostante A sia praticamente trasparente, nulla del colore di B verrà usato.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Sopra==&lt;br /&gt;
&lt;br /&gt;
Se un livello è impostato a ''Sopra'' come metodo di miscelazione, solo le parti del livello che stanno sopra un'area non trasparente saranno visibili.&lt;br /&gt;
&lt;br /&gt;
Esattamente:  è come per il metodo di miscelazione Composito tranne che la trasparenza del colore risultante è impostata con pari valore di trasparenza del livello B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Diretto Sopra==&lt;br /&gt;
Questo metodo è una combinazione dei due precedenti. Per esempio, se un oggetto semitrasparente è impostato a ''Diretto Sopra'', sarà solo visibile su un'area non trasparente, e la parte non trasparente sotto quell'oggetto non sarà visibile.&lt;br /&gt;
&lt;br /&gt;
Esattamente: il colore risultante è &amp;quot;(X-B)*Valore + B&amp;quot; dove X è A ma con la sua trasparenza posta a A volte la trasparenza di B.&lt;br /&gt;
&lt;br /&gt;
Così se Valore è 1 il risultato è A, ma con la sua trasparenza moltiplicata per quella di B, e se Valore è 0 il risultato è B. In particolare, se Valore è 1 e A è un colore pressoché trasparente, il colore risultante sarà la versione più trasparente possibile di A; nonostante A sia quasi trasparente, nulla del colore di B compare nel risultato finale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--(Yuck.  Are these 'precisely' comments useful?)[Yes!]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Dietro==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione rende visibile il livello sulle aree trasparenti, e invisibile sulle non trasparenti, dando la sensazione che il livello sia posto dietro gli altri. E' spesso usato per i livelli ad effetto &amp;quot;Ombra&amp;quot;, per ottenere un effetto di proiezione ombre.&lt;br /&gt;
&lt;br /&gt;
In dettaglio: è lo stesso effetto di metodo miscela composito, ma con A e B invertite. B è composto su A anziché A su B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Schermo==&lt;br /&gt;
&lt;br /&gt;
Questo metodo miscela è simile al '''Modo Schermo''' spesso presente nei programmi 2D. Combina i colori del ''livello modo schermo'' e quelli dietro di lui, dando un risultato generalmente più luminoso.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Copertura==&lt;br /&gt;
Questo modo è simile a quello di miscelazione livello '''Modo Copertura''' di '''PhotoShop'''&lt;br /&gt;
&lt;br /&gt;
Esattamente: definisci 3 nuovi colori: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM poi miscela RET su B come nel metodo Sopra indicato prima(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Luce Intensa==&lt;br /&gt;
Questo modo è simile a quello di miscelazione livello '''Modo Luce Intensa''' di '''PhotoShop'''&lt;br /&gt;
&lt;br /&gt;
Per ogni rosso, verde e blu, se il componente è nella metà superiore del suo intervallo calcola quindi X=1-(1-(2A-1))*(1-B), altrimenti calcola X=2AB, poi miscela X su B come nel metodo Sopra indicato prima.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Commented by BottyE 25-07-12 -- Is this aiming to make bright colours brighter and dark colours darker?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Muotiplica==&lt;br /&gt;
Questo modo è simile a quello di miscelazione livello '''Modo Moltiplica''' di '''PhotoShop'''&lt;br /&gt;
&lt;br /&gt;
Precisamente: il colore risultante è (((A*B)-B)*valore+B). Il calcolo viene effettuato indipendentemente sulle componenti rosse, verdi, e blu. &lt;br /&gt;
&lt;br /&gt;
Quando valore è 0, questo diviene B. &lt;br /&gt;
&lt;br /&gt;
Quando valore è 1 diviene A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisamente: il colore risultante è (((B/A)-B)*valore)+B.&lt;br /&gt;
&lt;br /&gt;
Quando valore è 0, diviene B.&lt;br /&gt;
&lt;br /&gt;
Quando valore è 1, diviene B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=16281</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=16281"/>
				<updated>2012-07-25T10:56:21Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: /* Luce Intensa */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizione/miscela.'')&lt;br /&gt;
&lt;br /&gt;
Nelle seguenti descrizioni, 'A' si riferisce al colore sul livello con le impostazioni del metodo miscela, e 'B' si riferisce al colore dei livelli sottostanti.  Si noti che in quasi tutti i livelli, il canale alfa dei colori avrà un effetto di scalettatura sulla miscelazione. Il parametro 'valore' avrà anch'esso un efetto scalettatura.  Nella maggior parte delle descrizioni questi 2 dettagli sono stati ignorati.&lt;br /&gt;
&lt;br /&gt;
Nell'esempio seguente un gradiente varia dal nero al bianco al trasparente (A) è miscelato con il livello sopra un {{l|Paste Canvas|tela in linea}} di Tux su uno sfondo trasparente (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
I metodi di miscelazione attualmente disponibili sono:&lt;br /&gt;
&lt;br /&gt;
==Composito==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è quello predefinito, semplicemente visualizza il contenuto del livello. Questo metodo di miscelazione è simile alla modalità di livello '''Modo Normale''' spesso presente nei programmi 2D.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Diretto==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è simile al precedente, tranne che per il fatto che gli oggetti sotto un oggetto-''diretto'' saranno invisibili. Così che se c'è un oggetto più o meno trasparente sul livello ''Modo Diretto'', gli oggetti sui livelli sottostanti non saranno visibili attraverso di lui.&lt;br /&gt;
&lt;br /&gt;
Più esattamente, il colore risultante è &amp;quot;(A-B)*Valore + B&amp;quot;.  Quindi se Valore è 1 il risultato è A e se il Valore è 0 il risultato è B. In particolare, if Valore è 1 e A è un colore molto prossimo alla trasparenza, il colore ottenuto sarà anche A; nonostante A sia praticamente trasparente, nulla del colore di B verrà usato.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Sopra==&lt;br /&gt;
&lt;br /&gt;
Se un livello è impostato a ''Sopra'' come metodo di miscelazione, solo le parti del livello che stanno sopra un'area non trasparente saranno visibili.&lt;br /&gt;
&lt;br /&gt;
Esattamente:  è come per il metodo di miscelazione Composito tranne che la trasparenza del colore risultante è impostata con pari valore di trasparenza del livello B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Diretto Sopra==&lt;br /&gt;
Questo metodo è una combinazione dei due precedenti. Per esempio, se un oggetto semitrasparente è impostato a ''Diretto Sopra'', sarà solo visibile su un'area non trasparente, e la parte non trasparente sotto quell'oggetto non sarà visibile.&lt;br /&gt;
&lt;br /&gt;
Esattamente: il colore risultante è &amp;quot;(X-B)*Valore + B&amp;quot; dove X è A ma con la sua trasparenza posta a A volte la trasparenza di B.&lt;br /&gt;
&lt;br /&gt;
Così se Valore è 1 il risultato è A, ma con la sua trasparenza moltiplicata per quella di B, e se Valore è 0 il risultato è B. In particolare, se Valore è 1 e A è un colore pressoché trasparente, il colore risultante sarà la versione più trasparente possibile di A; nonostante A sia quasi trasparente, nulla del colore di B compare nel risultato finale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--(Yuck.  Are these 'precisely' comments useful?)[Yes!]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Dietro==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione rende visibile il livello sulle aree trasparenti, e invisibile sulle non trasparenti, dando la sensazione che il livello sia posto dietro gli altri. E' spesso usato per i livelli ad effetto &amp;quot;Ombra&amp;quot;, per ottenere un effetto di proiezione ombre.&lt;br /&gt;
&lt;br /&gt;
In dettaglio: è lo stesso effetto di metodo miscela composito, ma con A e B invertite. B è composto su A anziché A su B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Schermo==&lt;br /&gt;
&lt;br /&gt;
Questo metodo miscela è simile al '''Modo Schermo''' spesso p resente nei programmi 2D. Combina i colori del ''livello modo schermo'' e quelli dietro di lui, dando un risultato generalmente più luminoso.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Copertura==&lt;br /&gt;
Questo modo è simile a quello di miscelazione livello '''Modo Copertura''' di '''PhotoShop'''&lt;br /&gt;
&lt;br /&gt;
Esattamente: definisci 3 nuovi colori: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM poi miscela RET su B come nel metodo Sopra indicato prima(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Luce Intensa==&lt;br /&gt;
Questo modo è simile a quello di miscelazione livello '''Modo Luce Intensa''' di '''PhotoShop'''&lt;br /&gt;
&lt;br /&gt;
Per ogni rosso, verde e blu, se il componente è nella metà superiore del suo intervallo calcola quindi X=1-(1-(2A-1))*(1-B), altrimenti calcola X=2AB, poi miscela X su B come nel metodo Sopra indicato prima.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Is this aiming to make bright colours brighter and dark colours darker?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=16280</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=16280"/>
				<updated>2012-07-25T10:55:49Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: /* Luce Intensa */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizione/miscela.'')&lt;br /&gt;
&lt;br /&gt;
Nelle seguenti descrizioni, 'A' si riferisce al colore sul livello con le impostazioni del metodo miscela, e 'B' si riferisce al colore dei livelli sottostanti.  Si noti che in quasi tutti i livelli, il canale alfa dei colori avrà un effetto di scalettatura sulla miscelazione. Il parametro 'valore' avrà anch'esso un efetto scalettatura.  Nella maggior parte delle descrizioni questi 2 dettagli sono stati ignorati.&lt;br /&gt;
&lt;br /&gt;
Nell'esempio seguente un gradiente varia dal nero al bianco al trasparente (A) è miscelato con il livello sopra un {{l|Paste Canvas|tela in linea}} di Tux su uno sfondo trasparente (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
I metodi di miscelazione attualmente disponibili sono:&lt;br /&gt;
&lt;br /&gt;
==Composito==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è quello predefinito, semplicemente visualizza il contenuto del livello. Questo metodo di miscelazione è simile alla modalità di livello '''Modo Normale''' spesso presente nei programmi 2D.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Diretto==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è simile al precedente, tranne che per il fatto che gli oggetti sotto un oggetto-''diretto'' saranno invisibili. Così che se c'è un oggetto più o meno trasparente sul livello ''Modo Diretto'', gli oggetti sui livelli sottostanti non saranno visibili attraverso di lui.&lt;br /&gt;
&lt;br /&gt;
Più esattamente, il colore risultante è &amp;quot;(A-B)*Valore + B&amp;quot;.  Quindi se Valore è 1 il risultato è A e se il Valore è 0 il risultato è B. In particolare, if Valore è 1 e A è un colore molto prossimo alla trasparenza, il colore ottenuto sarà anche A; nonostante A sia praticamente trasparente, nulla del colore di B verrà usato.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Sopra==&lt;br /&gt;
&lt;br /&gt;
Se un livello è impostato a ''Sopra'' come metodo di miscelazione, solo le parti del livello che stanno sopra un'area non trasparente saranno visibili.&lt;br /&gt;
&lt;br /&gt;
Esattamente:  è come per il metodo di miscelazione Composito tranne che la trasparenza del colore risultante è impostata con pari valore di trasparenza del livello B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Diretto Sopra==&lt;br /&gt;
Questo metodo è una combinazione dei due precedenti. Per esempio, se un oggetto semitrasparente è impostato a ''Diretto Sopra'', sarà solo visibile su un'area non trasparente, e la parte non trasparente sotto quell'oggetto non sarà visibile.&lt;br /&gt;
&lt;br /&gt;
Esattamente: il colore risultante è &amp;quot;(X-B)*Valore + B&amp;quot; dove X è A ma con la sua trasparenza posta a A volte la trasparenza di B.&lt;br /&gt;
&lt;br /&gt;
Così se Valore è 1 il risultato è A, ma con la sua trasparenza moltiplicata per quella di B, e se Valore è 0 il risultato è B. In particolare, se Valore è 1 e A è un colore pressoché trasparente, il colore risultante sarà la versione più trasparente possibile di A; nonostante A sia quasi trasparente, nulla del colore di B compare nel risultato finale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--(Yuck.  Are these 'precisely' comments useful?)[Yes!]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Dietro==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione rende visibile il livello sulle aree trasparenti, e invisibile sulle non trasparenti, dando la sensazione che il livello sia posto dietro gli altri. E' spesso usato per i livelli ad effetto &amp;quot;Ombra&amp;quot;, per ottenere un effetto di proiezione ombre.&lt;br /&gt;
&lt;br /&gt;
In dettaglio: è lo stesso effetto di metodo miscela composito, ma con A e B invertite. B è composto su A anziché A su B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Schermo==&lt;br /&gt;
&lt;br /&gt;
Questo metodo miscela è simile al '''Modo Schermo''' spesso p resente nei programmi 2D. Combina i colori del ''livello modo schermo'' e quelli dietro di lui, dando un risultato generalmente più luminoso.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Copertura==&lt;br /&gt;
Questo modo è simile a quello di miscelazione livello '''Modo Copertura''' di '''PhotoShop'''&lt;br /&gt;
&lt;br /&gt;
Esattamente: definisci 3 nuovi colori: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM poi miscela RET su B come nel metodo Sopra indicato prima(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Luce Intensa==&lt;br /&gt;
Questo modo è simile a quello di miscelazione livello '''Modo Luce Intensa''' di '''PhotoShop'''&lt;br /&gt;
&lt;br /&gt;
Per ogni rosso, verde e blu, se il componente è nella metà superiore del suo intervallo calcola quindi X=1-(1-(2A-1))*(1-B), altrimenti calcola X=2AB, poi miscela X su B come nel metodo Sopra indicato prima.&lt;br /&gt;
&lt;br /&gt;
!Is this aiming to make bright colours brighter and dark colours darker?&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Category:Manual/it&amp;diff=16279</id>
		<title>Category:Manual/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Category:Manual/it&amp;diff=16279"/>
				<updated>2012-07-25T10:45:06Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Title|Manuale}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Pages in this category should be listed in specific order. So let's place them here manually: --&amp;gt;&lt;br /&gt;
* '''Introduzione'''&lt;br /&gt;
** {{L|Doc:Overview/it|Panoramica}} &lt;br /&gt;
&amp;lt;!-- TODO: Change to {{L|Doc:Overview}} and rename page accordingly! --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ** {{L|Doc:Installation/it|Installazione}} --&amp;gt;&lt;br /&gt;
* '''Approfondiamo'''&lt;br /&gt;
** {{L|Doc:Getting Started/it|Per Iniziare}}&lt;br /&gt;
** {{L|Doc:Animation Basics/it|Basi per l'Animazione}}&lt;br /&gt;
** {{L|Doc:Adding Layers/it|Aggiunta Piani}}&lt;br /&gt;
** {{L|Doc:Creating Shapes/it|Generazione Forme}}&lt;br /&gt;
** {{L|Doc:Flower Animation/it|Animazione di un Fiore}}&lt;br /&gt;
* '''Interfacce'''&lt;br /&gt;
** {{L|Doc:Quick Overview/it|Rapida Panoramica}}&lt;br /&gt;
** {{L|Doc:Interface/it|Interfaccia}}&lt;br /&gt;
* '''Importazione Immagini'''&lt;br /&gt;
** {{L|Doc:Gimp2synfig/it|Importazione da GIMP }}&lt;br /&gt;
** {{L|Doc:Svg2synfig/it|Importazione di SVG}}&lt;br /&gt;
** {{L|Doc:ListImporter/it|Importazione Liste }} (per sequenze di immagini)&lt;br /&gt;
* '''Generazione Immagini'''&lt;br /&gt;
** {{L|BLine Tool/it|Strumento BLinea}}&lt;br /&gt;
** {{L|Outline Layer/it|Livello Contorno}}&lt;br /&gt;
** {{L|Region Layer/it|Livello Regione}}&lt;br /&gt;
** {{L|Color_Editor_Dialog/it|Gestore Colore}}&lt;br /&gt;
** {{L|Draw Tool/it|Strumento Disegna}}&lt;br /&gt;
** {{L|Width Tool/it|Strumento Ampiezza}}&lt;br /&gt;
** {{L|Paste Canvas Layer/it|Livello Incolla Tela}}&lt;br /&gt;
** {{L|Children Lock/it|Blocco Figli}}&lt;br /&gt;
** {{L|Gradient Tool/it|Strumento Gradiente}}&lt;br /&gt;
** {{L|Gradient_Editor_Dialog/it|Gestore Gradiente}}&lt;br /&gt;
** {{L|Blend Method Parameter/it|Parametro Metodo Miscela}}&lt;br /&gt;
** {{L|Doc:Basic Masking|Masking}}&lt;br /&gt;
* '''Collegamento Dati'''&lt;br /&gt;
** {{L|Linking}}&lt;br /&gt;
** {{L|Export}}&lt;br /&gt;
** {{L|Convert}}&lt;br /&gt;
** {{L|Sewing_BLines}}&lt;br /&gt;
** {{L|Link to BLine}}&lt;br /&gt;
** {{L|ValueNodes}}&lt;br /&gt;
** {{L|Reuse_Exported_ValueNodes}}&lt;br /&gt;
** {{L|Switching_Scenes}}&lt;br /&gt;
* '''Advanced ...'''&lt;br /&gt;
** {{L|Slideshow_Tutorial|Slideshows}}&lt;br /&gt;
** {{L|Snowflake_with_the_Duplicate_Layer|Duplicate Layer}}&lt;br /&gt;
** {{L|Doc:Brushes}}&lt;br /&gt;
* '''Animation'''&lt;br /&gt;
** {{L|Keyframe}}&lt;br /&gt;
** {{L|Timetrack_Panel}}&lt;br /&gt;
** {{L|Waypoint}}&lt;br /&gt;
** {{L|Doc:Reuse Animations}}&lt;br /&gt;
** {{L|Lock_Keyframes}}&lt;br /&gt;
** {{L|Toggle_Onion_Skin|Onion Skin}}&lt;br /&gt;
** {{L|Doc:Following a BLine}}&lt;br /&gt;
** {{L|Z_Depth_Parameter|Z-Depth}}&lt;br /&gt;
** {{L|Time_Loop_Layer}}&lt;br /&gt;
** {{L|Doc:Rescale Animations}}&lt;br /&gt;
** {{L|Time_Offset_Parameter}}&lt;br /&gt;
* '''Animation Techniques'''&lt;br /&gt;
** {{L|Walk_Cycle|Morphing}}&lt;br /&gt;
** {{L|Doc:Cut-out Animation|Cut-out}}&lt;br /&gt;
* '''Output'''&lt;br /&gt;
** {{L|Preview}}&lt;br /&gt;
** {{L|Render_options}}&lt;br /&gt;
** {{L|Render dialog}}&lt;br /&gt;
** {{L|Sif2svg|SVG export}}&lt;br /&gt;
* '''Configuring Synfig'''&lt;br /&gt;
** {{L|Setup_Dialog}}&lt;br /&gt;
** {{L|Unit System}}&lt;br /&gt;
** {{L|Image_Dimensions}}&lt;br /&gt;
** {{L|Canvas_Properties_Dialog|Canvas Properties}}&lt;br /&gt;
** {{L|Environment_Variables}}&lt;br /&gt;
* '''Appendix'''&lt;br /&gt;
** {{L|Doc:Synfig Studio vs Synfig}}&lt;br /&gt;
** {{L|Doc:Synfig CLI Syntax}}&lt;br /&gt;
** {{L|Doc:Build Instructions}}&lt;br /&gt;
** {{L|Doc:How Do I}}&lt;br /&gt;
** {{L|FAQ}}&lt;br /&gt;
** {{L|Window_Manager_Hints}} (merge to FAQ?)&lt;br /&gt;
** {{L|Keyboard Shortcuts}}&lt;br /&gt;
** {{L|Mouse_Shortcuts}}&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15746</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15746"/>
				<updated>2012-04-16T14:49:38Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizione/miscela.'')&lt;br /&gt;
&lt;br /&gt;
Nelle seguenti descrizioni, 'A' si riferisce al colore sul livello con le impostazioni del metodo miscela, e 'B' si riferisce al colore dei livelli sottostanti.  Si noti che in quasi tutti i livelli, il canale alfa dei colori avrà un effetto di scalettatura sulla miscelazione. Il parametro 'valore' avrà anch'esso un efetto scalettatura.  Nella maggior parte delle descrizioni questi 2 dettagli sono stati ignorati.&lt;br /&gt;
&lt;br /&gt;
Nell'esempio seguente un gradiente varia dal nero al bianco al trasparente (A) è miscelato con il livello sopra un {{l|Paste Canvas|tela in linea}} di Tux su uno sfondo trasparente (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
I metodi di miscelazione attualmente disponibili sono:&lt;br /&gt;
&lt;br /&gt;
==Composito==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è quello predefinito, semplicemente visualizza il contenuto del livello. Questo metodo di miscelazione è simile alla modalità di livello '''Modo Normale''' spesso presente nei programmi 2D.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Diretto==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è simile al precedente, tranne che per il fatto che gli oggetti sotto un oggetto-''diretto'' saranno invisibili. Così che se c'è un oggetto più o meno trasparente sul livello ''Modo Diretto'', gli oggetti sui livelli sottostanti non saranno visibili attraverso di lui.&lt;br /&gt;
&lt;br /&gt;
Più esattamente, il colore risultante è &amp;quot;(A-B)*Valore + B&amp;quot;.  Quindi se Valore è 1 il risultato è A e se il Valore è 0 il risultato è B. In particolare, if Valore è 1 e A è un colore molto prossimo alla trasparenza, il colore ottenuto sarà anche A; nonostante A sia praticamente trasparente, nulla del colore di B verrà usato.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Sopra==&lt;br /&gt;
&lt;br /&gt;
Se un livello è impostato a ''Sopra'' come metodo di miscelazione, solo le parti del livello che stanno sopra un'area non trasparente saranno visibili.&lt;br /&gt;
&lt;br /&gt;
Esattamente:  è come per il metodo di miscelazione Composito tranne che la trasparenza del colore risultante è impostata con pari valore di trasparenza del livello B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Diretto Sopra==&lt;br /&gt;
Questo metodo è una combinazione dei due precedenti. Per esempio, se un oggetto semitrasparente è impostato a ''Diretto Sopra'', sarà solo visibile su un'area non trasparente, e la parte non trasparente sotto quell'oggetto non sarà visibile.&lt;br /&gt;
&lt;br /&gt;
Esattamente: il colore risultante è &amp;quot;(X-B)*Valore + B&amp;quot; dove X è A ma con la sua trasparenza posta a A volte la trasparenza di B.&lt;br /&gt;
&lt;br /&gt;
Così se Valore è 1 il risultato è A, ma con la sua trasparenza moltiplicata per quella di B, e se Valore è 0 il risultato è B. In particolare, se Valore è 1 e A è un colore pressoché trasparente, il colore risultante sarà la versione più trasparente possibile di A; nonostante A sia quasi trasparente, nulla del colore di B compare nel risultato finale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--(Yuck.  Are these 'precisely' comments useful?)[Yes!]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Dietro==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione rende visibile il livello sulle aree trasparenti, e invisibile sulle non trasparenti, dando la sensazione che il livello sia posto dietro gli altri. E' spesso usato per i livelli ad effetto &amp;quot;Ombra&amp;quot;, per ottenere un effetto di proiezione ombre.&lt;br /&gt;
&lt;br /&gt;
In dettaglio: è lo stesso effetto di metodo miscela composito, ma con A e B invertite. B è composto su A anziché A su B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Schermo==&lt;br /&gt;
&lt;br /&gt;
Questo metodo miscela è simile al '''Modo Schermo''' spesso p resente nei programmi 2D. Combina i colori del ''livello modo schermo'' e quelli dietro di lui, dando un risultato generalmente più luminoso.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Copertura==&lt;br /&gt;
Questo modo è simile a quello di miscelazione livello '''Modo Copertura''' di '''PhotoShop'''&lt;br /&gt;
&lt;br /&gt;
Esattamente: definisci 3 nuovi colori: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM poi miscela RET su B come nel metodo Sopra indicato prima(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Luce Intensa==&lt;br /&gt;
Questo modo è simile a quello di miscelazione livello '''Modo Luce Intensa''' di '''PhotoShop'''&lt;br /&gt;
&lt;br /&gt;
Per ogni rosso, verde e blu, se il componente è nella metà superiore del suo intervallo calcola quindi X=1-(1-(2A-1))*(1-B), altrimenti calcola X=2AB, poi miscela X su B come nel metodo Sopra indicato prima.&lt;br /&gt;
&lt;br /&gt;
Is this aiming to make bright colours brighter and dark colours darker?&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15745</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15745"/>
				<updated>2012-04-16T13:32:49Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizione/miscela.'')&lt;br /&gt;
&lt;br /&gt;
Nelle seguenti descrizioni, 'A' si riferisce al colore sul livello con le impostazioni del metodo miscela, e 'B' si riferisce al colore dei livelli sottostanti.  Si noti che in quasi tutti i livelli, il canale alfa dei colori avrà un effetto di scalettatura sulla miscelazione. Il parametro 'valore' avrà anch'esso un efetto scalettatura.  Nella maggior parte delle descrizioni questi 2 dettagli sono stati ignorati.&lt;br /&gt;
&lt;br /&gt;
Nell'esempio seguente un gradiente varia dal nero al bianco al trasparente (A) è miscelato con il livello sopra un {{l|Paste Canvas|tela in linea}} di Tux su uno sfondo trasparente (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
I metodi di miscelazione attualmente disponibili sono:&lt;br /&gt;
&lt;br /&gt;
==Composito==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è quello predefinito, semplicemente visualizza il contenuto del livello. Questo metodo di miscelazione è simile alla modalità di livello '''Modo Normale''' spesso presente nei programmi 2D.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Diretto==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è simile al precedente, tranne che per il fatto che gli oggetti sotto un oggetto-''diretto'' saranno invisibili. Così che se c'è un oggetto più o meno trasparente sul livello ''Modo Diretto'', gli oggetti sui livelli sottostanti non saranno visibili attraverso di lui.&lt;br /&gt;
&lt;br /&gt;
Più esattamente, il colore risultante è &amp;quot;(A-B)*Valore + B&amp;quot;.  Quindi se Valore è 1 il risultato è A e se il Valore è 0 il risultato è B. In particolare, if Valore è 1 e A è un colore molto prossimo alla trasparenza, il colore ottenuto sarà anche A; nonostante A sia praticamente trasparente, nulla del colore di B verrà usato.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Sopra==&lt;br /&gt;
&lt;br /&gt;
Se un livello è impostato a ''Sopra'' come metodo di miscelazione, solo le parti del livello che stanno sopra un'area non trasparente saranno visibili.&lt;br /&gt;
&lt;br /&gt;
Esattamente:  è come per il metodo di miscelazione Composito tranne che la trasparenza del colore risultante è impostata con pari valore di trasparenza del livello B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Diretto Sopra==&lt;br /&gt;
Questo metodo è una combinazione dei due precedenti. Per esempio, se un oggetto semitrasparente è impostato a ''Diretto Sopra'', sarà solo visibile su un'area non trasparente, e la parte non trasparente sotto quell'oggetto non sarà visibile.&lt;br /&gt;
&lt;br /&gt;
Esattamente: il colore risultante è &amp;quot;(X-B)*Valore + B&amp;quot; dove X è A ma con la sua trasparenza posta a A volte la trasparenza di B.&lt;br /&gt;
&lt;br /&gt;
Così se Valore è 1 il risultato è A, ma con la sua trasparenza moltiplicata per quella di B, e se Valore è 0 il risultato è B. In particolare, se Valore è 1 e A è un colore pressoché trasparente, il colore risultante sarà la versione più trasparente possibile di A; nonostante A sia quasi trasparente, nulla del colore di B compare nel risultato finale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--(Yuck.  Are these 'precisely' comments useful?)[Yes!]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Dietro==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione rende visibile il livello sulle aree trasparenti, e invisibile sulle non trasparenti, dando la sensazione che il livello sia posto dietro gli altri. E' spesso usato per i livelli ad effetto &amp;quot;Ombra&amp;quot;, per ottenere un effetto di proiezione ombre.&lt;br /&gt;
&lt;br /&gt;
In dettaglio: è lo stesso effetto di metodo miscela composito, ma con A e B invertite. B è composto su A anziché A su B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Schermo==&lt;br /&gt;
&lt;br /&gt;
Questo metodo miscela è simile al '''Modo Schermo''' spesso p resente nei programmi 2D. Combina i colori del ''livello modo schermo'' e quelli dietro di lui, dando un risultato generalmente più luminoso.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Copertura==&lt;br /&gt;
Questo è simile al modo di miscelazione livello '''Modo Copertura''' di '''PhotoShop'''&lt;br /&gt;
&lt;br /&gt;
Esattamente: definisci 3 nuovi colori: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM poi miscela RET su B come nel metodo Sopra indicato prima(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Hard Light==&lt;br /&gt;
&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Hard Light Mode'''&lt;br /&gt;
&lt;br /&gt;
For each of red, green and blue, if the component is in the top half of its range then calculate X=1-(1-(2A-1))*(1-B), otherwise calculate X=2AB, then blend X onto B as in the Onto method above.&lt;br /&gt;
&lt;br /&gt;
Is this aiming to make bright colours brighter and dark colours darker?&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15744</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15744"/>
				<updated>2012-04-16T11:19:49Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizione/miscela.'')&lt;br /&gt;
&lt;br /&gt;
Nelle seguenti descrizioni, 'A' si riferisce al colore sul livello con le impostazioni del metodo miscela, e 'B' si riferisce al colore dei livelli sottostanti.  Si noti che in quasi tutti i livelli, il canale alfa dei colori avrà un effetto di scalettatura sulla miscelazione. Il parametro 'valore' avrà anch'esso un efetto scalettatura.  Nella maggior parte delle descrizioni questi 2 dettagli sono stati ignorati.&lt;br /&gt;
&lt;br /&gt;
Nell'esempio seguente un gradiente varia dal nero al bianco al trasparente (A) è miscelato con il livello sopra un {{l|Paste Canvas|tela in linea}} di Tux su uno sfondo trasparente (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
I metodi di miscelazione attualmente disponibili sono:&lt;br /&gt;
&lt;br /&gt;
==Composito==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è quello predefinito, semplicemente visualizza il contenuto del livello. Questo metodo di miscelazione è simile alla modalità di livello '''Modo Normale''' spesso presente nei programmi 2D.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Diretto==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è simile al precedente, tranne che per il fatto che gli oggetti sotto un oggetto-''diretto'' saranno invisibili. Così che se c'è un oggetto più o meno trasparente sul livello ''Modo Diretto'', gli oggetti sui livelli sottostanti non saranno visibili attraverso di lui.&lt;br /&gt;
&lt;br /&gt;
Più esattamente, il colore risultante è &amp;quot;(A-B)*Valore + B&amp;quot;.  Quindi se Valore è 1 il risultato è A e se il Valore è 0 il risultato è B. In particolare, if Valore è 1 e A è un colore molto prossimo alla trasparenza, il colore ottenuto sarà anche A; nonostante A sia praticamente trasparente, nulla del colore di B verrà usato.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Sopra==&lt;br /&gt;
&lt;br /&gt;
Se un livello è impostato a ''Sopra'' come metodo di miscelazione, solo le parti del livello che stanno sopra un'area non trasparente saranno visibili.&lt;br /&gt;
&lt;br /&gt;
Esattamente:  è come per il metodo di miscelazione Composito tranne che la trasparenza del colore risultante è impostata con pari valore di trasparenza del livello B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Diretto Sopra==&lt;br /&gt;
Questo metodo è una combinazione dei due precedenti. Per esempio, se un oggetto semitrasparente è impostato a ''Diretto Sopra'', sarà solo visibile su un'area non trasparente, e la parte non trasparente sotto quell'oggetto non sarà visibile.&lt;br /&gt;
&lt;br /&gt;
Esattamente: il colore risultante è &amp;quot;(X-B)*Valore + B&amp;quot; dove X è A ma con la sua trasparenza posta a A volte la trasparenza di B.&lt;br /&gt;
&lt;br /&gt;
Così se Valore è 1 il risultato è A, ma con la sua trasparenza moltiplicata per quella di B, e se Valore è 0 il risultato è B. In particolare, se Valore è 1 e A è un colore pressoché trasparente, il colore risultante sarà la versione più trasparente possibile di A; nonostante A sia quasi trasparente, nulla del colore di B compare nel risultato finale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--(Yuck.  Are these 'precisely' comments useful?)[Yes!]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Dietro==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione rende visibile il livello sulle aree trasparenti, e invisibile sulle non trasparenti, dando la sensazione che il livello sia posto dietro gli altri. E' spesso usato per i livelli ad effetto &amp;quot;Ombra&amp;quot;, per ottenere un effetto di proiezione ombre.&lt;br /&gt;
&lt;br /&gt;
In dettaglio: è lo stesso effetto di metodo miscela composito, ma con A e B invertite. B è composto su A anziché A su B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Schermo==&lt;br /&gt;
&lt;br /&gt;
Questo metodo miscela è simile al '''Modo Schermo''' spesso p resente nei programmi 2D. Combina i colori del ''livello modo schermo'' e quelli dietro di lui, dando un risultato generalmente più luminoso.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Copertura==&lt;br /&gt;
Questo è simile al modo di miscelazione livello '''Modo Copertura''' di '''PhotoShop'''&lt;br /&gt;
&lt;br /&gt;
Esattamente: definisci 3 nuovi colori: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM then blend RET onto B as in the Onto method above(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Hard Light==&lt;br /&gt;
&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Hard Light Mode'''&lt;br /&gt;
&lt;br /&gt;
For each of red, green and blue, if the component is in the top half of its range then calculate X=1-(1-(2A-1))*(1-B), otherwise calculate X=2AB, then blend X onto B as in the Onto method above.&lt;br /&gt;
&lt;br /&gt;
Is this aiming to make bright colours brighter and dark colours darker?&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15712</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15712"/>
				<updated>2012-04-12T11:09:26Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizione/miscela.'')&lt;br /&gt;
&lt;br /&gt;
Nelle seguenti descrizioni, 'A' si riferisce al colore sul livello con le impostazioni del metodo miscela, e 'B' si riferisce al colore dei livelli sottostanti.  Si noti che in quasi tutti i livelli, il canale alfa dei colori avrà un effetto di scalettatura sulla miscelazione. Il parametro 'valore' avrà anch'esso un efetto scalettatura.  Nella maggior parte delle descrizioni questi 2 dettagli sono stati ignorati.&lt;br /&gt;
&lt;br /&gt;
Nell'esempio seguente un gradiente varia dal nero al bianco al trasparente (A) è miscelato con il livello sopra un {{l|Paste Canvas|tela in linea}} di Tux su uno sfondo trasparente (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
I metodi di miscelazione attualmente disponibili sono:&lt;br /&gt;
&lt;br /&gt;
==Composito==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è quello predefinito, semplicemente visualizza il contenuto del livello. Questo metodo di miscelazione è simile alla modalità di livello '''Modo Normale''' spesso presente nei programmi 2D.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Diretto==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è simile al precedente, tranne che per il fatto che gli oggetti sotto un oggetto-''diretto'' saranno invisibili. Così che se c'è un oggetto più o meno trasparente sul livello ''Modo Diretto'', gli oggetti sui livelli sottostanti non saranno visibili attraverso di lui.&lt;br /&gt;
&lt;br /&gt;
Più esattamente, il colore risultante è &amp;quot;(A-B)*Valore + B&amp;quot;.  Quindi se Valore è 1 il risultato è A e se il Valore è 0 il risultato è B. In particolare, if Valore è 1 e A è un colore molto prossimo alla trasparenza, il colore ottenuto sarà anche A; nonostante A sia praticamente trasparente, nulla del colore di B verrà usato.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Sopra==&lt;br /&gt;
&lt;br /&gt;
Se un livello è impostato a ''Sopra'' come metodo di miscelazione, solo le parti del livello che stanno sopra un'area non trasparente saranno visibili.&lt;br /&gt;
&lt;br /&gt;
Esattamente:  è come per il metodo di miscelazione Composito tranne che la trasparenza del colore risultante è impostata con pari valore di trasparenza del livello B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Diretto Sopra==&lt;br /&gt;
Questo metodo è una combinazione dei due precedenti. Per esempio, se un oggetto semitrasparente è impostato a ''Diretto Sopra'', sarà solo visibile su un'area non trasparente, e la parte non trasparente sotto quell'oggetto non sarà visibile.&lt;br /&gt;
&lt;br /&gt;
Esattamente: il colore risultante è &amp;quot;(X-B)*Valore + B&amp;quot; dove X è A ma con la sua trasparenza posta a A volte la trasparenza di B.&lt;br /&gt;
&lt;br /&gt;
Così se Valore è 1 il risultato è A, ma con la sua trasparenza moltiplicata per quella di B, e se Valore è 0 il risultato è B. In particolare, se Valore è 1 e A è un colore pressoché trasparente, il colore risultante sarà la versione più trasparente possibile di A; nonostante A sia quasi trasparente, nulla del colore di B compare nel risultato finale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--(Yuck.  Are these 'precisely' comments useful?)[Yes!]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Dietro==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione rende visibile il livello sulle aree trasparenti, e invisibile sulle non trasparenti, dando la sensazione che il livello sia posto dietro gli altri. E' spesso usato per i livelli ad effetto &amp;quot;Ombra&amp;quot;, to make a drop-shadow effect.&lt;br /&gt;
&lt;br /&gt;
Precisely: this is the same as the composite blend method, but with A and B swapped.  B is composited onto A instead of A being composited onto B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Screen==&lt;br /&gt;
&lt;br /&gt;
This blend method is similar to the '''Screen Mode''' often found in 2D programs. It combines the colors of the ''screen mode layer'' and the ones behind it, and gives a lighter result in general.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Overlay==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Overlay Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: define 3 new colours: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM then blend RET onto B as in the Onto method above(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Hard Light==&lt;br /&gt;
&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Hard Light Mode'''&lt;br /&gt;
&lt;br /&gt;
For each of red, green and blue, if the component is in the top half of its range then calculate X=1-(1-(2A-1))*(1-B), otherwise calculate X=2AB, then blend X onto B as in the Onto method above.&lt;br /&gt;
&lt;br /&gt;
Is this aiming to make bright colours brighter and dark colours darker?&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15711</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15711"/>
				<updated>2012-04-12T10:52:31Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizione/miscela.'')&lt;br /&gt;
&lt;br /&gt;
Nelle seguenti descrizioni, 'A' si riferisce al colore sul livello con le impostazioni del metodo miscela, e 'B' si riferisce al colore dei livelli sottostanti.  Si noti che in quasi tutti i livelli, il canale alfa dei colori avrà un effetto di scalettatura sulla miscelazione. Il parametro 'valore' avrà anch'esso un efetto scalettatura.  Nella maggior parte delle descrizioni questi 2 dettagli sono stati ignorati.&lt;br /&gt;
&lt;br /&gt;
Nell'esempio seguente un gradiente varia dal nero al bianco al trasparente (A) è miscelato con il livello sopra un {{l|Paste Canvas|tela in linea}} di Tux su uno sfondo trasparente (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
I metodi di miscelazione attualmente disponibili sono:&lt;br /&gt;
&lt;br /&gt;
==Composito==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è quello predefinito, semplicemente visualizza il contenuto del livello. Questo metodo di miscelazione è simile alla modalità di livello '''Modo Normale''' spesso presente nei programmi 2D.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Diretto==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è simile al precedente, tranne che per il fatto che gli oggetti sotto un oggetto-''diretto'' saranno invisibili. Così che se c'è un oggetto più o meno trasparente sul livello ''Modo Diretto'', gli oggetti sui livelli sottostanti non saranno visibili attraverso di lui.&lt;br /&gt;
&lt;br /&gt;
Più esattamente, il colore risultante è &amp;quot;(A-B)*Valore + B&amp;quot;.  Quindi se Valore è 1 il risultato è A e se il Valore è 0 il risultato è B. In particolare, if Valore è 1 e A è un colore molto prossimo alla trasparenza, il colore ottenuto sarà anche A; nonostante A sia praticamente trasparente, nulla del colore di B verrà usato.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Sopra==&lt;br /&gt;
&lt;br /&gt;
Se un livello è impostato a ''Sopra'' come metodo di miscelazione, solo le parti del livello che stanno sopra un'area non trasparente saranno visibili.&lt;br /&gt;
&lt;br /&gt;
Esattamente:  è come per il metodo di miscelazione Composito tranne che la trasparenza del colore risultante è impostata con pari valore di trasparenza del livello B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Diretto Sopra==&lt;br /&gt;
Questo metodo è una combinazione dei due precedenti. Per esempio, se un oggetto semitrasparente è impostato a ''Diretto Sopra'', sarà solo visibile su un'area non trasparente, e la parte non trasparente sotto quell'oggetto non sarà visibile.&lt;br /&gt;
&lt;br /&gt;
Esattamente: il colore risultante è &amp;quot;(X-B)*Valore + B&amp;quot; dove X è A ma con la sua trasparenza posta a A volte la trasparenza di B.&lt;br /&gt;
&lt;br /&gt;
Così se Valore è 1 il risultato è A, ma con la sua trasparenza moltiplicata per quella di B, e se Valore è 0 il risultato è B. In particolare, se Valore è 1 e A è un colore pressoché trasparente, il colore risultante sarà la versione più trasparente possibile di A; nonostante A sia quasi trasparente, nulla del colore di B compare nel risultato finale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--(Yuck.  Are these 'precisely' comments useful?)[Yes!]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Behind==&lt;br /&gt;
&lt;br /&gt;
This blend method makes the layer visible over transparent areas, and invisible over non-transparent areas, giving the impression that the layer is behind the other layers. It is often used for the &amp;quot;Shade&amp;quot; effect layer, to make a drop-shadow effect.&lt;br /&gt;
&lt;br /&gt;
Precisely: this is the same as the composite blend method, but with A and B swapped.  B is composited onto A instead of A being composited onto B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Screen==&lt;br /&gt;
&lt;br /&gt;
This blend method is similar to the '''Screen Mode''' often found in 2D programs. It combines the colors of the ''screen mode layer'' and the ones behind it, and gives a lighter result in general.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Overlay==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Overlay Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: define 3 new colours: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM then blend RET onto B as in the Onto method above(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Hard Light==&lt;br /&gt;
&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Hard Light Mode'''&lt;br /&gt;
&lt;br /&gt;
For each of red, green and blue, if the component is in the top half of its range then calculate X=1-(1-(2A-1))*(1-B), otherwise calculate X=2AB, then blend X onto B as in the Onto method above.&lt;br /&gt;
&lt;br /&gt;
Is this aiming to make bright colours brighter and dark colours darker?&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15710</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15710"/>
				<updated>2012-04-12T10:42:30Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizione/miscela.'')&lt;br /&gt;
&lt;br /&gt;
Nelle seguenti descrizioni, 'A' si riferisce al colore sul livello con le impostazioni del metodo miscela, e 'B' si riferisce al colore dei livelli sottostanti.  Si noti che in quasi tutti i livelli, il canale alfa dei colori avrà un effetto di scalettatura sulla miscelazione. Il parametro 'valore' avrà anch'esso un efetto scalettatura.  Nella maggior parte delle descrizioni questi 2 dettagli sono stati ignorati.&lt;br /&gt;
&lt;br /&gt;
Nell'esempio seguente un gradiente varia dal nero al bianco al trasparente (A) è miscelato con il livello sopra un {{l|Paste Canvas|tela in linea}} di Tux su uno sfondo trasparente (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
I metodi di miscelazione attualmente disponibili sono:&lt;br /&gt;
&lt;br /&gt;
==Composito==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è quello predefinito, semplicemente visualizza il contenuto del livello. Questo metodo di miscelazione è simile alla modalità di livello '''Modo Normale''' spesso presente nei programmi 2D.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Diretto==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è simile al precedente, tranne che per il fatto che gli oggetti sotto un oggetto-''diretto'' saranno invisibili. Così che se c'è un oggetto più o meno trasparente sul livello ''Modo Diretto'', gli oggetti sui livelli sottostanti non saranno visibili attraverso di lui.&lt;br /&gt;
&lt;br /&gt;
Più esattamente, il colore risultante è &amp;quot;(A-B)*Valore + B&amp;quot;.  Quindi se Valore è 1 il risultato è A e se il Valore è 0 il risultato è B. In particolare, if Valore è 1 e A è un colore molto prossimo alla trasparenza, il colore ottenuto sarà anche A; nonostante A sia praticamente trasparente, nulla del colore di B verrà usato.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Sopra==&lt;br /&gt;
&lt;br /&gt;
Se un livello è impostato a ''Sopra'' come metodo di miscelazione, solo le parti del livello che stanno sopra un'area non trasparente saranno visibili.&lt;br /&gt;
&lt;br /&gt;
Esattamente:  è come per il metodo di miscelazione Composito tranne che la trasparenza del colore risultante è impostata con pari valore di trasparenza del livello B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Diretto Sopra==&lt;br /&gt;
Questo metodo è una combinazione dei due precedenti. Per esempio, se un oggetto semitrasparente è impostato a ''Diretto Sopra'', sarà solo visibile su un'area non trasparente, e la parte non trasparente sotto quell'oggetto non sarà visibile.&lt;br /&gt;
&lt;br /&gt;
Esattamente: il colore risultante è &amp;quot;(X-B)*Valore + B&amp;quot; dove X è A ma con la sua trasparenza posta a A volte la trasparenza di B.&lt;br /&gt;
&lt;br /&gt;
Così se Valore è 1 il risultato è A, ma con la sua trasparenza moltiplicata per quella di B, e se Valore è 0 il risultato è B. In particolare, se Valore è 1 e A è un colore pressoché trasparente, il colore risultante sarà la versione più trasparente possibile di A; nonostante A sia quasi trasparente, nulla del colore di B compare nel risultato finale.&lt;br /&gt;
&lt;br /&gt;
//(Yuck.  Are these 'precisely' comments useful?)[Yes!]&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Behind==&lt;br /&gt;
&lt;br /&gt;
This blend method makes the layer visible over transparent areas, and invisible over non-transparent areas, giving the impression that the layer is behind the other layers. It is often used for the &amp;quot;Shade&amp;quot; effect layer, to make a drop-shadow effect.&lt;br /&gt;
&lt;br /&gt;
Precisely: this is the same as the composite blend method, but with A and B swapped.  B is composited onto A instead of A being composited onto B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Screen==&lt;br /&gt;
&lt;br /&gt;
This blend method is similar to the '''Screen Mode''' often found in 2D programs. It combines the colors of the ''screen mode layer'' and the ones behind it, and gives a lighter result in general.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Overlay==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Overlay Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: define 3 new colours: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM then blend RET onto B as in the Onto method above(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Hard Light==&lt;br /&gt;
&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Hard Light Mode'''&lt;br /&gt;
&lt;br /&gt;
For each of red, green and blue, if the component is in the top half of its range then calculate X=1-(1-(2A-1))*(1-B), otherwise calculate X=2AB, then blend X onto B as in the Onto method above.&lt;br /&gt;
&lt;br /&gt;
Is this aiming to make bright colours brighter and dark colours darker?&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15709</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15709"/>
				<updated>2012-04-12T10:39:54Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizione/miscela.'')&lt;br /&gt;
&lt;br /&gt;
Nelle seguenti descrizioni, 'A' si riferisce al colore sul livello con le impostazioni del metodo miscela, e 'B' si riferisce al colore dei livelli sottostanti.  Si noti che in quasi tutti i livelli, il canale alfa dei colori avrà un effetto di scalettatura sulla miscelazione. Il parametro 'valore' avrà anch'esso un efetto scalettatura.  Nella maggior parte delle descrizioni questi 2 dettagli sono stati ignorati.&lt;br /&gt;
&lt;br /&gt;
Nell'esempio seguente un gradiente varia dal nero al bianco al trasparente (A) è miscelato con il livello sopra un {{l|Paste Canvas|tela in linea}} di Tux su uno sfondo trasparente (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
I metodi di miscelazione attualmente disponibili sono:&lt;br /&gt;
&lt;br /&gt;
==Composito==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è quello predefinito, semplicemente visualizza il contenuto del livello. Questo metodo di miscelazione è simile alla modalità di livello '''Modo Normale''' spesso presente nei programmi 2D.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Diretto==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è simile al precedente, tranne che per il fatto che gli oggetti sotto un oggetto-''diretto'' saranno invisibili. Così che se c'è un oggetto più o meno trasparente sul livello ''Modo Diretto'', gli oggetti sui livelli sottostanti non saranno visibili attraverso di lui.&lt;br /&gt;
&lt;br /&gt;
Più esattamente, il colore risultante è &amp;quot;(A-B)*Valore + B&amp;quot;.  Quindi se Valore è 1 il risultato è A e se il Valore è 0 il risultato è B. In particolare, if Valore è 1 e A è un colore molto prossimo alla trasparenza, il colore ottenuto sarà anche A; nonostante A sia praticamente trasparente, nulla del colore di B verrà usato.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Sopra==&lt;br /&gt;
&lt;br /&gt;
Se un livello è impostato a ''Sopra'' come metodo di miscelazione, solo le parti del livello che stanno sopra un'area non trasparente saranno visibili.&lt;br /&gt;
&lt;br /&gt;
Esattamente:  è come per il metodo di miscelazione Composito tranne che la trasparenza del colore risultante è impostata con pari valore di trasparenza del livello B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Diretto Sopra==&lt;br /&gt;
Questo metodo è una combinazione dei due precedenti. Per esempio, se un oggetto semitrasparente è impostato a ''Diretto Sopra'', sarà solo visibile su un'area non trasparente, e la parte non trasparente sotto quell'oggetto non sarà visibile.&lt;br /&gt;
&lt;br /&gt;
Esattamente: il colore risultante è &amp;quot;(X-B)*Valore + B&amp;quot; dove X è A ma con la sua trasparenza posta a A volte la trasparenza di B.&lt;br /&gt;
&lt;br /&gt;
Così se Valore è 1 il risultato è A, ma con la sua trasparenza moltiplicata per quella di B, e se Valore è 0 il risultato è B. In particolare, se Valore è 1 e A è un colore pressoché trasparente, il colore risultante sarà la versione più trasparente possibile di A; nonostante A sia quasi trasparente, nulla del colore di B compare nel risultato finale.&lt;br /&gt;
&lt;br /&gt;
::(Yuck.  Are these 'precisely' comments useful?)[Yes!]&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Behind==&lt;br /&gt;
&lt;br /&gt;
This blend method makes the layer visible over transparent areas, and invisible over non-transparent areas, giving the impression that the layer is behind the other layers. It is often used for the &amp;quot;Shade&amp;quot; effect layer, to make a drop-shadow effect.&lt;br /&gt;
&lt;br /&gt;
Precisely: this is the same as the composite blend method, but with A and B swapped.  B is composited onto A instead of A being composited onto B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Screen==&lt;br /&gt;
&lt;br /&gt;
This blend method is similar to the '''Screen Mode''' often found in 2D programs. It combines the colors of the ''screen mode layer'' and the ones behind it, and gives a lighter result in general.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Overlay==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Overlay Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: define 3 new colours: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM then blend RET onto B as in the Onto method above(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Hard Light==&lt;br /&gt;
&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Hard Light Mode'''&lt;br /&gt;
&lt;br /&gt;
For each of red, green and blue, if the component is in the top half of its range then calculate X=1-(1-(2A-1))*(1-B), otherwise calculate X=2AB, then blend X onto B as in the Onto method above.&lt;br /&gt;
&lt;br /&gt;
Is this aiming to make bright colours brighter and dark colours darker?&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15708</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15708"/>
				<updated>2012-04-12T10:38:48Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: /* Diretto Sopra */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizione/miscela.'')&lt;br /&gt;
&lt;br /&gt;
Nelle seguenti descrizioni, 'A' si riferisce al colore sul livello con le impostazioni del metodo miscela, e 'B' si riferisce al colore dei livelli sottostanti.  Si noti che in quasi tutti i livelli, il canale alfa dei colori avrà un effetto di scalettatura sulla miscelazione. Il parametro 'valore' avrà anch'esso un efetto scalettatura.  Nella maggior parte delle descrizioni questi 2 dettagli sono stati ignorati.&lt;br /&gt;
&lt;br /&gt;
Nell'esempio seguente un gradiente varia dal nero al bianco al trasparente (A) è miscelato con il livello sopra un {{l|Paste Canvas|tela in linea}} di Tux su uno sfondo trasparente (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
I metodi di miscelazione attualmente disponibili sono:&lt;br /&gt;
&lt;br /&gt;
==Composito==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è quello predefinito, semplicemente visualizza il contenuto del livello. Questo metodo di miscelazione è simile alla modalità di livello '''Modo Normale''' spesso presente nei programmi 2D.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Diretto==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è simile al precedente, tranne che per il fatto che gli oggetti sotto un oggetto-''diretto'' saranno invisibili. Così che se c'è un oggetto più o meno trasparente sul livello ''Modo Diretto'', gli oggetti sui livelli sottostanti non saranno visibili attraverso di lui.&lt;br /&gt;
&lt;br /&gt;
Più esattamente, il colore risultante è &amp;quot;(A-B)*Valore + B&amp;quot;.  Quindi se Valore è 1 il risultato è A e se il Valore è 0 il risultato è B. In particolare, if Valore è 1 e A è un colore molto prossimo alla trasparenza, il colore ottenuto sarà anche A; nonostante A sia praticamente trasparente, nulla del colore di B verrà usato.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Sopra==&lt;br /&gt;
&lt;br /&gt;
Se un livello è impostato a ''Sopra'' come metodo di miscelazione, solo le parti del livello che stanno sopra un'area non trasparente saranno visibili.&lt;br /&gt;
&lt;br /&gt;
Esattamente:  è come per il metodo di miscelazione Composito tranne che la trasparenza del colore risultante è impostata con pari valore di trasparenza del livello B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Diretto Sopra==&lt;br /&gt;
Questo metodo è una combinazione dei due precedenti. Per esempio, se un oggetto semitrasparente è impostato a ''Diretto Sopra'', sarà solo visibile su un'area non trasparente, e la parte non trasparente sotto quell'oggetto non sarà visibile.&lt;br /&gt;
&lt;br /&gt;
Esattamente: il colore risultante è &amp;quot;(X-B)*Valore + B&amp;quot; dove X è A ma con la sua trasparenza posta a A volte la trasparenza di B.&lt;br /&gt;
&lt;br /&gt;
Così se Valore è 1 il risultato è A, ma con la sua trasparenza moltiplicata per quella di B, e se Valore è 0 il risultato è B. In particolare, se Valore è 1 e A è un colore pressoché trasparente, il colore risultante sarà la versione più trasparente possibile di A; nonostante A sia quasi trasparente, nulla del colore di B compare nel risultato finale.&lt;br /&gt;
&lt;br /&gt;
 (Yuck.  Are these 'precisely' comments useful?)[Yes!]&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Behind==&lt;br /&gt;
&lt;br /&gt;
This blend method makes the layer visible over transparent areas, and invisible over non-transparent areas, giving the impression that the layer is behind the other layers. It is often used for the &amp;quot;Shade&amp;quot; effect layer, to make a drop-shadow effect.&lt;br /&gt;
&lt;br /&gt;
Precisely: this is the same as the composite blend method, but with A and B swapped.  B is composited onto A instead of A being composited onto B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Screen==&lt;br /&gt;
&lt;br /&gt;
This blend method is similar to the '''Screen Mode''' often found in 2D programs. It combines the colors of the ''screen mode layer'' and the ones behind it, and gives a lighter result in general.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Overlay==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Overlay Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: define 3 new colours: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM then blend RET onto B as in the Onto method above(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Hard Light==&lt;br /&gt;
&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Hard Light Mode'''&lt;br /&gt;
&lt;br /&gt;
For each of red, green and blue, if the component is in the top half of its range then calculate X=1-(1-(2A-1))*(1-B), otherwise calculate X=2AB, then blend X onto B as in the Onto method above.&lt;br /&gt;
&lt;br /&gt;
Is this aiming to make bright colours brighter and dark colours darker?&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15707</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15707"/>
				<updated>2012-04-12T10:38:12Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizione/miscela.'')&lt;br /&gt;
&lt;br /&gt;
Nelle seguenti descrizioni, 'A' si riferisce al colore sul livello con le impostazioni del metodo miscela, e 'B' si riferisce al colore dei livelli sottostanti.  Si noti che in quasi tutti i livelli, il canale alfa dei colori avrà un effetto di scalettatura sulla miscelazione. Il parametro 'valore' avrà anch'esso un efetto scalettatura.  Nella maggior parte delle descrizioni questi 2 dettagli sono stati ignorati.&lt;br /&gt;
&lt;br /&gt;
Nell'esempio seguente un gradiente varia dal nero al bianco al trasparente (A) è miscelato con il livello sopra un {{l|Paste Canvas|tela in linea}} di Tux su uno sfondo trasparente (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
I metodi di miscelazione attualmente disponibili sono:&lt;br /&gt;
&lt;br /&gt;
==Composito==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è quello predefinito, semplicemente visualizza il contenuto del livello. Questo metodo di miscelazione è simile alla modalità di livello '''Modo Normale''' spesso presente nei programmi 2D.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Diretto==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è simile al precedente, tranne che per il fatto che gli oggetti sotto un oggetto-''diretto'' saranno invisibili. Così che se c'è un oggetto più o meno trasparente sul livello ''Modo Diretto'', gli oggetti sui livelli sottostanti non saranno visibili attraverso di lui.&lt;br /&gt;
&lt;br /&gt;
Più esattamente, il colore risultante è &amp;quot;(A-B)*Valore + B&amp;quot;.  Quindi se Valore è 1 il risultato è A e se il Valore è 0 il risultato è B. In particolare, if Valore è 1 e A è un colore molto prossimo alla trasparenza, il colore ottenuto sarà anche A; nonostante A sia praticamente trasparente, nulla del colore di B verrà usato.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Sopra==&lt;br /&gt;
&lt;br /&gt;
Se un livello è impostato a ''Sopra'' come metodo di miscelazione, solo le parti del livello che stanno sopra un'area non trasparente saranno visibili.&lt;br /&gt;
&lt;br /&gt;
Esattamente:  è come per il metodo di miscelazione Composito tranne che la trasparenza del colore risultante è impostata con pari valore di trasparenza del livello B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Diretto Sopra==&lt;br /&gt;
Questo metodo è una combinazione dei due precedenti. Per esempio, se un oggetto semitrasparente è impostato a ''Diretto Sopra'', sarà solo visibile su un'area non trasparente, e la parte non trasparente sotto quell'oggetto non sarà visibile.&lt;br /&gt;
&lt;br /&gt;
Esattamente: il colore risultante è &amp;quot;(X-B)*Valore + B&amp;quot; dove X è A ma con la sua trasparenza posta a A volte la trasparenza di B.&lt;br /&gt;
&lt;br /&gt;
Così se Valore è 1 il risultato è A, ma con la sua trasparenza moltiplicata per quella di B, e se Valore è 0 il risultato è B. In particolare, se Valore è 1 e A è un colore pressoché trasparente, il colore risultante sarà la versione più trasparente possibile di A; nonostante A sia quasi trasparente, nulla del colore di B compare nel risultato finale.&lt;br /&gt;
&lt;br /&gt;
//(Yuck.  Are these 'precisely' comments useful?)[Yes!]&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Behind==&lt;br /&gt;
&lt;br /&gt;
This blend method makes the layer visible over transparent areas, and invisible over non-transparent areas, giving the impression that the layer is behind the other layers. It is often used for the &amp;quot;Shade&amp;quot; effect layer, to make a drop-shadow effect.&lt;br /&gt;
&lt;br /&gt;
Precisely: this is the same as the composite blend method, but with A and B swapped.  B is composited onto A instead of A being composited onto B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Screen==&lt;br /&gt;
&lt;br /&gt;
This blend method is similar to the '''Screen Mode''' often found in 2D programs. It combines the colors of the ''screen mode layer'' and the ones behind it, and gives a lighter result in general.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Overlay==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Overlay Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: define 3 new colours: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM then blend RET onto B as in the Onto method above(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Hard Light==&lt;br /&gt;
&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Hard Light Mode'''&lt;br /&gt;
&lt;br /&gt;
For each of red, green and blue, if the component is in the top half of its range then calculate X=1-(1-(2A-1))*(1-B), otherwise calculate X=2AB, then blend X onto B as in the Onto method above.&lt;br /&gt;
&lt;br /&gt;
Is this aiming to make bright colours brighter and dark colours darker?&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15706</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15706"/>
				<updated>2012-04-12T10:28:43Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizione/miscela.'')&lt;br /&gt;
&lt;br /&gt;
Nelle seguenti descrizioni, 'A' si riferisce al colore sul livello con le impostazioni del metodo miscela, e 'B' si riferisce al colore dei livelli sottostanti.  Si noti che in quasi tutti i livelli, il canale alfa dei colori avrà un effetto di scalettatura sulla miscelazione. Il parametro 'valore' avrà anch'esso un efetto scalettatura.  Nella maggior parte delle descrizioni questi 2 dettagli sono stati ignorati.&lt;br /&gt;
&lt;br /&gt;
Nell'esempio seguente un gradiente varia dal nero al bianco al trasparente (A) è miscelato con il livello sopra un {{l|Paste Canvas|tela in linea}} di Tux su uno sfondo trasparente (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
I metodi di miscelazione attualmente disponibili sono:&lt;br /&gt;
&lt;br /&gt;
==Composito==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è quello predefinito, semplicemente visualizza il contenuto del livello. Questo metodo di miscelazione è simile alla modalità di livello '''Modo Normale''' spesso presente nei programmi 2D.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Diretto==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è simile al precedente, tranne che per il fatto che gli oggetti sotto un oggetto-''diretto'' saranno invisibili. Così che se c'è un oggetto più o meno trasparente sul livello ''Modo Diretto'', gli oggetti sui livelli sottostanti non saranno visibili attraverso di lui.&lt;br /&gt;
&lt;br /&gt;
Più esattamente, il colore risultante è &amp;quot;(A-B)*Valore + B&amp;quot;.  Quindi se Valore è 1 il risultato è A e se il Valore è 0 il risultato è B. In particolare, if Valore è 1 e A è un colore molto prossimo alla trasparenza, il colore ottenuto sarà anche A; nonostante A sia praticamente trasparente, nulla del colore di B verrà usato.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Sopra==&lt;br /&gt;
&lt;br /&gt;
Se un livello è impostato a ''Sopra'' come metodo di miscelazione, solo le parti del livello che stanno sopra un'area non trasparente saranno visibili.&lt;br /&gt;
&lt;br /&gt;
Esattamente:  è come per il metodo di miscelazione Composito tranne che la trasparenza del colore risultante è impostata con pari valore di trasparenza del livello B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Diretto Sopra==&lt;br /&gt;
Questo metodo è una combinazione dei due precedenti. Per esempio, se un oggetto semitrasparente è impostato a ''Diretto Sopra'', sarà solo visibile su un'area non trasparente, e la parte non trasparente sotto quell'oggetto non sarà visibile.&lt;br /&gt;
&lt;br /&gt;
Esattamente: il colore risultante è &amp;quot;(X-B)*Valore + B&amp;quot; dove X è A ma con la sua trasparenza posta a A volte la trasparenza di B.&lt;br /&gt;
&lt;br /&gt;
Così se Valore è 1 il risultato è A, ma con la sua trasparenza moltiplicata per quella di B, e se Valore è 0 il risultato è B. In particolare, se Valore è 1 e A è un colore pressoché trasparente, il colore risultante sarà la versione più trasparente possibile di A; nonostante A sia quasi trasparente, nulla del colore di B compare nel risultato finale.&lt;br /&gt;
&lt;br /&gt;
''(Yuck.  Are these 'precisely' comments useful?)[Yes!]&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Behind==&lt;br /&gt;
&lt;br /&gt;
This blend method makes the layer visible over transparent areas, and invisible over non-transparent areas, giving the impression that the layer is behind the other layers. It is often used for the &amp;quot;Shade&amp;quot; effect layer, to make a drop-shadow effect.&lt;br /&gt;
&lt;br /&gt;
Precisely: this is the same as the composite blend method, but with A and B swapped.  B is composited onto A instead of A being composited onto B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Screen==&lt;br /&gt;
&lt;br /&gt;
This blend method is similar to the '''Screen Mode''' often found in 2D programs. It combines the colors of the ''screen mode layer'' and the ones behind it, and gives a lighter result in general.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Overlay==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Overlay Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: define 3 new colours: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM then blend RET onto B as in the Onto method above(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Hard Light==&lt;br /&gt;
&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Hard Light Mode'''&lt;br /&gt;
&lt;br /&gt;
For each of red, green and blue, if the component is in the top half of its range then calculate X=1-(1-(2A-1))*(1-B), otherwise calculate X=2AB, then blend X onto B as in the Onto method above.&lt;br /&gt;
&lt;br /&gt;
Is this aiming to make bright colours brighter and dark colours darker?&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15704</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15704"/>
				<updated>2012-04-11T14:51:45Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizione/miscela.'')&lt;br /&gt;
&lt;br /&gt;
Nelle seguenti descrizioni, 'A' si riferisce al colore sul livello con le impostazioni del metodo miscela, e 'B' si riferisce al colore dei livelli sottostanti.  Si noti che in quasi tutti i livelli, il canale alfa dei colori avrà un effetto di scalettatura sulla miscelazione. Il parametro 'valore' avrà anch'esso un efetto scalettatura.  Nella maggior parte delle descrizioni questi 2 dettagli sono stati ignorati.&lt;br /&gt;
&lt;br /&gt;
Nell'esempio seguente un gradiente varia dal nero al bianco al trasparente (A) è miscelato con il livello sopra un {{l|Paste Canvas|tela in linea}} di Tux su uno sfondo trasparente (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
I metodi di miscelazione attualmente disponibili sono:&lt;br /&gt;
&lt;br /&gt;
==Composito==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è quello predefinito, semplicemente visualizza il contenuto del livello. Questo metodo di miscelazione è simile alla modalità di livello '''Modo Normale''' spesso presente nei programmi 2D.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Diretto==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è simile al precedente, tranne che per il fatto che gli oggetti sotto un oggetto-''diretto'' saranno invisibili. Così che se c'è un oggetto più o meno trasparente sul livello ''Modo Diretto'', gli oggetti sui livelli sottostanti non saranno visibili attraverso di lui.&lt;br /&gt;
&lt;br /&gt;
Più esattamente, il colore risultante è &amp;quot;(A-B)*Valore + B&amp;quot;.  Quindi se Valore è 1 il risultato è A e se il Valore è 0 il risultato è B. In particolare, if Valore è 1 e A è un colore molto prossimo alla trasparenza, il colore ottenuto sarà anche A; nonostante A sia praticamente trasparente, nulla del colore di B verrà usato.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Sopra==&lt;br /&gt;
&lt;br /&gt;
Se un livello è impostato a ''Sopra'' come metodo di miscelazione, solo le parti del livello che stanno sopra un'area non trasparente saranno visibili.&lt;br /&gt;
&lt;br /&gt;
Esattamente:  è come per il metodo di miscelazione Composito tranne che la trasparenza del colore risultante è impostata con pari valore di trasparenza del livello B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Diretto Sopra==&lt;br /&gt;
Questo metodo è una combinazione dei due precedenti. Per esempio, se un oggetto semitrasparente è impostato a ''Diretto Sopra'', sarà solo visibile su un'area non trasparente, e la parte non trasparente sotto quell'oggetto non sarà visibile.&lt;br /&gt;
&lt;br /&gt;
Esattamente: il colore risultante è &amp;quot;(X-B)*Valore + B&amp;quot; dove X è A ma con la sua trasparenza posta a A volte la trasparenza di B.&lt;br /&gt;
&lt;br /&gt;
Così se Valore è 1 il risultato è A, ma con la sua trasparenza moltiplicata per quella di B, e se Valore è 0 il risultato è B. In particolare, se Valore è 1 e A è un colore pressoché trasparente, il colore risultante sarà la versione più trasparente possibile di A; despite the fact that A is very transparent, none of B's color is used in the result.&lt;br /&gt;
&lt;br /&gt;
(Yuck.  Are these 'precisely' comments useful?)[Yes!]&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Behind==&lt;br /&gt;
&lt;br /&gt;
This blend method makes the layer visible over transparent areas, and invisible over non-transparent areas, giving the impression that the layer is behind the other layers. It is often used for the &amp;quot;Shade&amp;quot; effect layer, to make a drop-shadow effect.&lt;br /&gt;
&lt;br /&gt;
Precisely: this is the same as the composite blend method, but with A and B swapped.  B is composited onto A instead of A being composited onto B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Screen==&lt;br /&gt;
&lt;br /&gt;
This blend method is similar to the '''Screen Mode''' often found in 2D programs. It combines the colors of the ''screen mode layer'' and the ones behind it, and gives a lighter result in general.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Overlay==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Overlay Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: define 3 new colours: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM then blend RET onto B as in the Onto method above(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Hard Light==&lt;br /&gt;
&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Hard Light Mode'''&lt;br /&gt;
&lt;br /&gt;
For each of red, green and blue, if the component is in the top half of its range then calculate X=1-(1-(2A-1))*(1-B), otherwise calculate X=2AB, then blend X onto B as in the Onto method above.&lt;br /&gt;
&lt;br /&gt;
Is this aiming to make bright colours brighter and dark colours darker?&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15702</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15702"/>
				<updated>2012-04-11T10:58:04Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizion/miscela.'')&lt;br /&gt;
&lt;br /&gt;
Nelle seguenti descrizioni, 'A' si riferisce al colore sul livello con le impostazioni del metodo miscela, e 'B' si riferisce al colore dei livelli sottostanti.  Si noti che in quasi tutti i livelli, il canale alfa dei colori avrà un effetto di scalettatura sulla miscelazione. Il parametro 'valore' avrà anch'esso un efetto scalettatura.  Nella maggior parte delle descrizioni questi 2 dettagli sono stati ignorati.&lt;br /&gt;
&lt;br /&gt;
Nell'esempio seguente un gradiente varia dal nero al bianco al trasparente (A) è miscelato con il livello sopra un {{l|Paste Canvas|tela in linea}} di Tux su uno sfondo trasparente (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
I metodi di miscelazione attualmente disponibili sono:&lt;br /&gt;
&lt;br /&gt;
==Composito==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è quello predefinito, semplicemente visualizza il contenuto del livello. Questo metodo di miscelazione è simile alla modalità di livello '''Modo Normale''' spesso presente nei programmi 2D.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Diretto==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è simile al precedente, tranne che per il fatto che gli oggetti sotto un oggetto-''diretto'' saranno invisibili. Così che se c'è un oggetto più o meno trasparente sul livello ''Modo Diretto'', gli oggetti sui livelli sottostanti non saranno visibili attraverso di lui.&lt;br /&gt;
&lt;br /&gt;
Più esattamente, il colore risultante è &amp;quot;(A-B)*Valore + B&amp;quot;.  Quindi se Valore è 1 il risultato è A e se il Valore è 0 il risultato è B. In particolare, if Valore è 1 e A è un colore molto prossimo alla trasparenza, il colore ottenuto sarà anche A; nonostante A sia praticamente trasparente, nulla del colore di B verrà usato.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Sopra==&lt;br /&gt;
&lt;br /&gt;
Se un livello è impostato a ''Sopra'' come metodo di miscelazione, solo le parti del livello che stanno sopra un'area non trasparente saranno visibili.&lt;br /&gt;
&lt;br /&gt;
Esattamente:  è come per il metodo di miscelazione Composito tranne che la trasparenza del colore risultante è impostata con pari valore di trasparenza del livello B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Straight Onto==&lt;br /&gt;
This method is a combination of the two methods above. E.g. if an half-transparent object is set to ''Straight Onto'', it will only be visible over a non-transparent area, and the non-transparent part under that object won't be visible.&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is &amp;quot;(X-B)*amount + B&amp;quot; where X is A but with its transparency set to A's transparency times B's transparency.&lt;br /&gt;
&lt;br /&gt;
So if amount is 1 the result is A, but with its transparency multiplied by that of B, and if amount is 0 the result is B. In particular, if amount is 1 and A is a very transparent color, the resulting color will be a possibly more transparent version of A; despite the fact that A is very transparent, none of B's color is used in the result.&lt;br /&gt;
&lt;br /&gt;
(Yuck.  Are these 'precisely' comments useful?)[Yes!]&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Behind==&lt;br /&gt;
&lt;br /&gt;
This blend method makes the layer visible over transparent areas, and invisible over non-transparent areas, giving the impression that the layer is behind the other layers. It is often used for the &amp;quot;Shade&amp;quot; effect layer, to make a drop-shadow effect.&lt;br /&gt;
&lt;br /&gt;
Precisely: this is the same as the composite blend method, but with A and B swapped.  B is composited onto A instead of A being composited onto B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Screen==&lt;br /&gt;
&lt;br /&gt;
This blend method is similar to the '''Screen Mode''' often found in 2D programs. It combines the colors of the ''screen mode layer'' and the ones behind it, and gives a lighter result in general.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Overlay==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Overlay Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: define 3 new colours: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM then blend RET onto B as in the Onto method above(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Hard Light==&lt;br /&gt;
&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Hard Light Mode'''&lt;br /&gt;
&lt;br /&gt;
For each of red, green and blue, if the component is in the top half of its range then calculate X=1-(1-(2A-1))*(1-B), otherwise calculate X=2AB, then blend X onto B as in the Onto method above.&lt;br /&gt;
&lt;br /&gt;
Is this aiming to make bright colours brighter and dark colours darker?&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15701</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15701"/>
				<updated>2012-04-11T10:36:29Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizion/miscela.'')&lt;br /&gt;
&lt;br /&gt;
Nelle seguenti descrizioni, 'A' si riferisce al colore sul livello con le impostazioni del metodo miscela, e 'B' si riferisce al colore dei livelli sottostanti.  Si noti che in quasi tutti i livelli, il canale alfa dei colori avrà un effetto di scalettatura sulla miscelazione. Il parametro 'valore' avrà anch'esso un efetto scalettatura.  Nella maggior parte delle descrizioni questi 2 dettagli sono stati ignorati.&lt;br /&gt;
&lt;br /&gt;
Nell'esempio seguente un gradiente varia dal nero al bianco al trasparente (A) è miscelato con il livello sopra un {{l|Paste Canvas|tela in linea}} di Tux su uno sfondo trasparente (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
I metodi di miscelazione attualmente disponibili sono:&lt;br /&gt;
&lt;br /&gt;
==Composito==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è quello predefinito, semplicemente visualizza il contenuto del livello. Questo metodo di miscelazione è simile alla modalità di livello '''Modo Normale''' spesso presente nei programmi 2D.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Diretto==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è simile al precedente, tranne che per il fatto che gli oggetti sotto un oggetto-''diretto'' saranno invisibili. Così che se c'è un oggetto più o meno trasparente sul livello ''Modo Diretto'', gli oggetti sui livelli sottostanti non saranno visibili attraverso di lui.&lt;br /&gt;
&lt;br /&gt;
Più esattamente, il colore risultante è &amp;quot;(A-B)*Valore + B&amp;quot;.  Quindi se Valore è 1 il risultato è A e se il Valore è 0 il risultato è B. In particolare, if Valore è 1 e A è un colore molto prossimo alla trasparenza, il colore ottenuto sarà anche A; nonostante A sia praticamente trasparente, nulla del colore di B verrà usato.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Onto==&lt;br /&gt;
&lt;br /&gt;
If a layer is set to the ''Onto'' blend method, only the parts of the layer that are over a not transparent area will be visible.&lt;br /&gt;
&lt;br /&gt;
Precisely:  this is the same as the Composite blend method except that the transparency of the resulting color is set to be the same as the transparency level of layer B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Straight Onto==&lt;br /&gt;
This method is a combination of the two methods above. E.g. if an half-transparent object is set to ''Straight Onto'', it will only be visible over a non-transparent area, and the non-transparent part under that object won't be visible.&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is &amp;quot;(X-B)*amount + B&amp;quot; where X is A but with its transparency set to A's transparency times B's transparency.&lt;br /&gt;
&lt;br /&gt;
So if amount is 1 the result is A, but with its transparency multiplied by that of B, and if amount is 0 the result is B. In particular, if amount is 1 and A is a very transparent color, the resulting color will be a possibly more transparent version of A; despite the fact that A is very transparent, none of B's color is used in the result.&lt;br /&gt;
&lt;br /&gt;
(Yuck.  Are these 'precisely' comments useful?)[Yes!]&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Behind==&lt;br /&gt;
&lt;br /&gt;
This blend method makes the layer visible over transparent areas, and invisible over non-transparent areas, giving the impression that the layer is behind the other layers. It is often used for the &amp;quot;Shade&amp;quot; effect layer, to make a drop-shadow effect.&lt;br /&gt;
&lt;br /&gt;
Precisely: this is the same as the composite blend method, but with A and B swapped.  B is composited onto A instead of A being composited onto B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Screen==&lt;br /&gt;
&lt;br /&gt;
This blend method is similar to the '''Screen Mode''' often found in 2D programs. It combines the colors of the ''screen mode layer'' and the ones behind it, and gives a lighter result in general.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Overlay==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Overlay Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: define 3 new colours: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM then blend RET onto B as in the Onto method above(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Hard Light==&lt;br /&gt;
&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Hard Light Mode'''&lt;br /&gt;
&lt;br /&gt;
For each of red, green and blue, if the component is in the top half of its range then calculate X=1-(1-(2A-1))*(1-B), otherwise calculate X=2AB, then blend X onto B as in the Onto method above.&lt;br /&gt;
&lt;br /&gt;
Is this aiming to make bright colours brighter and dark colours darker?&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15700</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15700"/>
				<updated>2012-04-11T09:56:01Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizion/miscela.'')&lt;br /&gt;
&lt;br /&gt;
Nelle seguenti descrizioni, 'A' si riferisce al colore sul livello con le impostazioni del metodo miscela, e 'B' si riferisce al colore dei livelli sottostanti.  Si noti che in quasi tutti i livelli, il canale alfa dei colori avrà un effetto di scalettatura sulla miscelazione. Il parametro 'valore' avrà anch'esso un efetto scalettatura.  Nella maggior parte delle descrizioni questi 2 dettagli sono stati ignorati.&lt;br /&gt;
&lt;br /&gt;
Nell'esempio seguente un gradiente varia dal nero al bianco al trasparente (A) è miscelato con il livello sopra un {{l|Paste Canvas|tela in linea}} di Tux su uno sfondo trasparente (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
I metodi di miscelazione attualmente disponibili sono:&lt;br /&gt;
&lt;br /&gt;
==Composito==&lt;br /&gt;
&lt;br /&gt;
Questo metodo di miscelazione è quello predefinito, semplicemente visualizza il contenuto del livello. Questo metodo di miscelazione è simile alla modalità di livello '''Modo Normale''' spesso presente nei programmi 2D.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Straight==&lt;br /&gt;
&lt;br /&gt;
This blend method looks similar to the previous one, except that the objects under a ''straight''-object will be invisible. So if there is a more or less transparent object on the ''Straight mode'' layer, the objects on the layers underneath won't show through it.&lt;br /&gt;
&lt;br /&gt;
More precisely, the resulting color is &amp;quot;(A-B)*amount + B&amp;quot;.  So if amount is 1 the result is A and if amount is 0 the result is B.  In particular, if amount is 1 and A is a very transparent color, the resulting color will also be A; despite the fact that A is very transparent, none of B's color is used.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Onto==&lt;br /&gt;
&lt;br /&gt;
If a layer is set to the ''Onto'' blend method, only the parts of the layer that are over a not transparent area will be visible.&lt;br /&gt;
&lt;br /&gt;
Precisely:  this is the same as the Composite blend method except that the transparency of the resulting color is set to be the same as the transparency level of layer B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Straight Onto==&lt;br /&gt;
This method is a combination of the two methods above. E.g. if an half-transparent object is set to ''Straight Onto'', it will only be visible over a non-transparent area, and the non-transparent part under that object won't be visible.&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is &amp;quot;(X-B)*amount + B&amp;quot; where X is A but with its transparency set to A's transparency times B's transparency.&lt;br /&gt;
&lt;br /&gt;
So if amount is 1 the result is A, but with its transparency multiplied by that of B, and if amount is 0 the result is B. In particular, if amount is 1 and A is a very transparent color, the resulting color will be a possibly more transparent version of A; despite the fact that A is very transparent, none of B's color is used in the result.&lt;br /&gt;
&lt;br /&gt;
(Yuck.  Are these 'precisely' comments useful?)[Yes!]&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Behind==&lt;br /&gt;
&lt;br /&gt;
This blend method makes the layer visible over transparent areas, and invisible over non-transparent areas, giving the impression that the layer is behind the other layers. It is often used for the &amp;quot;Shade&amp;quot; effect layer, to make a drop-shadow effect.&lt;br /&gt;
&lt;br /&gt;
Precisely: this is the same as the composite blend method, but with A and B swapped.  B is composited onto A instead of A being composited onto B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Screen==&lt;br /&gt;
&lt;br /&gt;
This blend method is similar to the '''Screen Mode''' often found in 2D programs. It combines the colors of the ''screen mode layer'' and the ones behind it, and gives a lighter result in general.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Overlay==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Overlay Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: define 3 new colours: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM then blend RET onto B as in the Onto method above(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Hard Light==&lt;br /&gt;
&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Hard Light Mode'''&lt;br /&gt;
&lt;br /&gt;
For each of red, green and blue, if the component is in the top half of its range then calculate X=1-(1-(2A-1))*(1-B), otherwise calculate X=2AB, then blend X onto B as in the Onto method above.&lt;br /&gt;
&lt;br /&gt;
Is this aiming to make bright colours brighter and dark colours darker?&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15699</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15699"/>
				<updated>2012-04-11T09:48:33Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizion/miscela.'')&lt;br /&gt;
&lt;br /&gt;
Nelle seguenti descrizioni, 'A' si riferisce al colore sul livello con le impostazioni del metodo miscela, e 'B' si riferisce al colore dei livelli sottostanti.  Si noti che in quasi tutti i livelli, il canale alfa dei colori avrà un effetto di scalettatura sulla miscelazione. Il parametro 'valore' avrà anch'esso un efetto scalettatura.  Nella maggior parte delle descrizioni questi 2 dettagli sono stati ignorati.&lt;br /&gt;
&lt;br /&gt;
Nell'esempio seguente un gradiente varia dal nero al bianco al trasparente (A) è miscelato con il livello sopra un {{l|Paste Canvas|inline canvas}} of Tux on a transparent background (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
The currently available blend methods are:&lt;br /&gt;
&lt;br /&gt;
==Composite==&lt;br /&gt;
&lt;br /&gt;
This blend method is the default option, it simply displays the content of the layer. This blend mode is similar the layer blend mode '''Normal Mode''' often found in 2D programs.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Straight==&lt;br /&gt;
&lt;br /&gt;
This blend method looks similar to the previous one, except that the objects under a ''straight''-object will be invisible. So if there is a more or less transparent object on the ''Straight mode'' layer, the objects on the layers underneath won't show through it.&lt;br /&gt;
&lt;br /&gt;
More precisely, the resulting color is &amp;quot;(A-B)*amount + B&amp;quot;.  So if amount is 1 the result is A and if amount is 0 the result is B.  In particular, if amount is 1 and A is a very transparent color, the resulting color will also be A; despite the fact that A is very transparent, none of B's color is used.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Onto==&lt;br /&gt;
&lt;br /&gt;
If a layer is set to the ''Onto'' blend method, only the parts of the layer that are over a not transparent area will be visible.&lt;br /&gt;
&lt;br /&gt;
Precisely:  this is the same as the Composite blend method except that the transparency of the resulting color is set to be the same as the transparency level of layer B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Straight Onto==&lt;br /&gt;
This method is a combination of the two methods above. E.g. if an half-transparent object is set to ''Straight Onto'', it will only be visible over a non-transparent area, and the non-transparent part under that object won't be visible.&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is &amp;quot;(X-B)*amount + B&amp;quot; where X is A but with its transparency set to A's transparency times B's transparency.&lt;br /&gt;
&lt;br /&gt;
So if amount is 1 the result is A, but with its transparency multiplied by that of B, and if amount is 0 the result is B. In particular, if amount is 1 and A is a very transparent color, the resulting color will be a possibly more transparent version of A; despite the fact that A is very transparent, none of B's color is used in the result.&lt;br /&gt;
&lt;br /&gt;
(Yuck.  Are these 'precisely' comments useful?)[Yes!]&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Behind==&lt;br /&gt;
&lt;br /&gt;
This blend method makes the layer visible over transparent areas, and invisible over non-transparent areas, giving the impression that the layer is behind the other layers. It is often used for the &amp;quot;Shade&amp;quot; effect layer, to make a drop-shadow effect.&lt;br /&gt;
&lt;br /&gt;
Precisely: this is the same as the composite blend method, but with A and B swapped.  B is composited onto A instead of A being composited onto B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Screen==&lt;br /&gt;
&lt;br /&gt;
This blend method is similar to the '''Screen Mode''' often found in 2D programs. It combines the colors of the ''screen mode layer'' and the ones behind it, and gives a lighter result in general.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Overlay==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Overlay Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: define 3 new colours: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM then blend RET onto B as in the Onto method above(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Hard Light==&lt;br /&gt;
&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Hard Light Mode'''&lt;br /&gt;
&lt;br /&gt;
For each of red, green and blue, if the component is in the top half of its range then calculate X=1-(1-(2A-1))*(1-B), otherwise calculate X=2AB, then blend X onto B as in the Onto method above.&lt;br /&gt;
&lt;br /&gt;
Is this aiming to make bright colours brighter and dark colours darker?&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15196</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=15196"/>
				<updated>2012-02-17T15:46:14Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizion/miscela.'')&lt;br /&gt;
&lt;br /&gt;
Nelle seguenti descrizioni, 'A' si riferisce al colore sul livello con le impostazioni del metodo miscela, e 'B' si riferisce al colore dei livelli sottostanti.  Si noti che in quasi tutti i livelli, il canale alfa dei colori avrà un effetto di scalatura sulla miscelazione. The 'amount' parameter will also have a scaling effect.  In most descriptions these 2 details have been glossed over.&lt;br /&gt;
&lt;br /&gt;
In the examples that follow a gradient ranging from black to white to transparent (A) is blended on the layer above an {{l|Paste Canvas|inline canvas}} of Tux on a transparent background (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
The currently available blend methods are:&lt;br /&gt;
&lt;br /&gt;
==Composite==&lt;br /&gt;
&lt;br /&gt;
This blend method is the default option, it simply displays the content of the layer. This blend mode is similar the layer blend mode '''Normal Mode''' often found in 2D programs.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Straight==&lt;br /&gt;
&lt;br /&gt;
This blend method looks similar to the previous one, except that the objects under a ''straight''-object will be invisible. So if there is a more or less transparent object on the ''Straight mode'' layer, the objects on the layers underneath won't show through it.&lt;br /&gt;
&lt;br /&gt;
More precisely, the resulting color is &amp;quot;(A-B)*amount + B&amp;quot;.  So if amount is 1 the result is A and if amount is 0 the result is B.  In particular, if amount is 1 and A is a very transparent color, the resulting color will also be A; despite the fact that A is very transparent, none of B's color is used.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Onto==&lt;br /&gt;
&lt;br /&gt;
If a layer is set to the ''Onto'' blend method, only the parts of the layer that are over a not transparent area will be visible.&lt;br /&gt;
&lt;br /&gt;
Precisely:  this is the same as the Composite blend method except that the transparency of the resulting color is set to be the same as the transparency level of layer B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Straight Onto==&lt;br /&gt;
This method is a combination of the two methods above. E.g. if an half-transparent object is set to ''Straight Onto'', it will only be visible over a non-transparent area, and the non-transparent part under that object won't be visible.&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is &amp;quot;(X-B)*amount + B&amp;quot; where X is A but with its transparency set to A's transparency times B's transparency.&lt;br /&gt;
&lt;br /&gt;
So if amount is 1 the result is A, but with its transparency multiplied by that of B, and if amount is 0 the result is B. In particular, if amount is 1 and A is a very transparent color, the resulting color will be a possibly more transparent version of A; despite the fact that A is very transparent, none of B's color is used in the result.&lt;br /&gt;
&lt;br /&gt;
(Yuck.  Are these 'precisely' comments useful?)[Yes!]&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Behind==&lt;br /&gt;
&lt;br /&gt;
This blend method makes the layer visible over transparent areas, and invisible over non-transparent areas, giving the impression that the layer is behind the other layers. It is often used for the &amp;quot;Shade&amp;quot; effect layer, to make a drop-shadow effect.&lt;br /&gt;
&lt;br /&gt;
Precisely: this is the same as the composite blend method, but with A and B swapped.  B is composited onto A instead of A being composited onto B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Screen==&lt;br /&gt;
&lt;br /&gt;
This blend method is similar to the '''Screen Mode''' often found in 2D programs. It combines the colors of the ''screen mode layer'' and the ones behind it, and gives a lighter result in general.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Overlay==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Overlay Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: define 3 new colours: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM then blend RET onto B as in the Onto method above(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Hard Light==&lt;br /&gt;
&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Hard Light Mode'''&lt;br /&gt;
&lt;br /&gt;
For each of red, green and blue, if the component is in the top half of its range then calculate X=1-(1-(2A-1))*(1-B), otherwise calculate X=2AB, then blend X onto B as in the Onto method above.&lt;br /&gt;
&lt;br /&gt;
Is this aiming to make bright colours brighter and dark colours darker?&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=14784</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=14784"/>
				<updated>2012-02-09T15:15:00Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizion/miscela.'')&lt;br /&gt;
&lt;br /&gt;
Nelle seguenti descrizioni, 'A' si riferisce al colore sul livello con le impostazioni del metodo miscela, e 'B' si riferisce al colore dei livelli sottostanti.  Note that in almost all layers, the alpha channel of the colors will have a scaling effect on the blending.  The 'amount' parameter will also have a scaling effect.  In most descriptions these 2 details have been glossed over.&lt;br /&gt;
&lt;br /&gt;
In the examples that follow a gradient ranging from black to white to transparent (A) is blended on the layer above an {{l|Paste Canvas|inline canvas}} of Tux on a transparent background (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
The currently available blend methods are:&lt;br /&gt;
&lt;br /&gt;
==Composite==&lt;br /&gt;
&lt;br /&gt;
This blend method is the default option, it simply displays the content of the layer. This blend mode is similar the layer blend mode '''Normal Mode''' often found in 2D programs.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Straight==&lt;br /&gt;
&lt;br /&gt;
This blend method looks similar to the previous one, except that the objects under a ''straight''-object will be invisible. So if there is a more or less transparent object on the ''Straight mode'' layer, the objects on the layers underneath won't show through it.&lt;br /&gt;
&lt;br /&gt;
More precisely, the resulting color is &amp;quot;(A-B)*amount + B&amp;quot;.  So if amount is 1 the result is A and if amount is 0 the result is B.  In particular, if amount is 1 and A is a very transparent color, the resulting color will also be A; despite the fact that A is very transparent, none of B's color is used.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Onto==&lt;br /&gt;
&lt;br /&gt;
If a layer is set to the ''Onto'' blend method, only the parts of the layer that are over a not transparent area will be visible.&lt;br /&gt;
&lt;br /&gt;
Precisely:  this is the same as the Composite blend method except that the transparency of the resulting color is set to be the same as the transparency level of layer B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Straight Onto==&lt;br /&gt;
This method is a combination of the two methods above. E.g. if an half-transparent object is set to ''Straight Onto'', it will only be visible over a non-transparent area, and the non-transparent part under that object won't be visible.&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is &amp;quot;(X-B)*amount + B&amp;quot; where X is A but with its transparency set to A's transparency times B's transparency.&lt;br /&gt;
&lt;br /&gt;
So if amount is 1 the result is A, but with its transparency multiplied by that of B, and if amount is 0 the result is B. In particular, if amount is 1 and A is a very transparent color, the resulting color will be a possibly more transparent version of A; despite the fact that A is very transparent, none of B's color is used in the result.&lt;br /&gt;
&lt;br /&gt;
(Yuck.  Are these 'precisely' comments useful?)[Yes!]&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Behind==&lt;br /&gt;
&lt;br /&gt;
This blend method makes the layer visible over transparent areas, and invisible over non-transparent areas, giving the impression that the layer is behind the other layers. It is often used for the &amp;quot;Shade&amp;quot; effect layer, to make a drop-shadow effect.&lt;br /&gt;
&lt;br /&gt;
Precisely: this is the same as the composite blend method, but with A and B swapped.  B is composited onto A instead of A being composited onto B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Screen==&lt;br /&gt;
&lt;br /&gt;
This blend method is similar to the '''Screen Mode''' often found in 2D programs. It combines the colors of the ''screen mode layer'' and the ones behind it, and gives a lighter result in general.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Overlay==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Overlay Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: define 3 new colours: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM then blend RET onto B as in the Onto method above(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Hard Light==&lt;br /&gt;
&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Hard Light Mode'''&lt;br /&gt;
&lt;br /&gt;
For each of red, green and blue, if the component is in the top half of its range then calculate X=1-(1-(2A-1))*(1-B), otherwise calculate X=2AB, then blend X onto B as in the Onto method above.&lt;br /&gt;
&lt;br /&gt;
Is this aiming to make bright colours brighter and dark colours darker?&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=14783</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=14783"/>
				<updated>2012-02-09T15:00:34Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Presentazione dei vari metodi di composizione disponibili per i Livelli in Synfig. (''Cos'è composizion/miscela.'')&lt;br /&gt;
&lt;br /&gt;
In the following descriptions, 'A' refers to the color on the layer with the blend method setting, and 'B' refers to the color on the layers beneath it.  Note that in almost all layers, the alpha channel of the colors will have a scaling effect on the blending.  The 'amount' parameter will also have a scaling effect.  In most descriptions these 2 details have been glossed over.&lt;br /&gt;
&lt;br /&gt;
In the examples that follow a gradient ranging from black to white to transparent (A) is blended on the layer above an {{l|Paste Canvas|inline canvas}} of Tux on a transparent background (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
The currently available blend methods are:&lt;br /&gt;
&lt;br /&gt;
==Composite==&lt;br /&gt;
&lt;br /&gt;
This blend method is the default option, it simply displays the content of the layer. This blend mode is similar the layer blend mode '''Normal Mode''' often found in 2D programs.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Straight==&lt;br /&gt;
&lt;br /&gt;
This blend method looks similar to the previous one, except that the objects under a ''straight''-object will be invisible. So if there is a more or less transparent object on the ''Straight mode'' layer, the objects on the layers underneath won't show through it.&lt;br /&gt;
&lt;br /&gt;
More precisely, the resulting color is &amp;quot;(A-B)*amount + B&amp;quot;.  So if amount is 1 the result is A and if amount is 0 the result is B.  In particular, if amount is 1 and A is a very transparent color, the resulting color will also be A; despite the fact that A is very transparent, none of B's color is used.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Onto==&lt;br /&gt;
&lt;br /&gt;
If a layer is set to the ''Onto'' blend method, only the parts of the layer that are over a not transparent area will be visible.&lt;br /&gt;
&lt;br /&gt;
Precisely:  this is the same as the Composite blend method except that the transparency of the resulting color is set to be the same as the transparency level of layer B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Straight Onto==&lt;br /&gt;
This method is a combination of the two methods above. E.g. if an half-transparent object is set to ''Straight Onto'', it will only be visible over a non-transparent area, and the non-transparent part under that object won't be visible.&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is &amp;quot;(X-B)*amount + B&amp;quot; where X is A but with its transparency set to A's transparency times B's transparency.&lt;br /&gt;
&lt;br /&gt;
So if amount is 1 the result is A, but with its transparency multiplied by that of B, and if amount is 0 the result is B. In particular, if amount is 1 and A is a very transparent color, the resulting color will be a possibly more transparent version of A; despite the fact that A is very transparent, none of B's color is used in the result.&lt;br /&gt;
&lt;br /&gt;
(Yuck.  Are these 'precisely' comments useful?)[Yes!]&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Behind==&lt;br /&gt;
&lt;br /&gt;
This blend method makes the layer visible over transparent areas, and invisible over non-transparent areas, giving the impression that the layer is behind the other layers. It is often used for the &amp;quot;Shade&amp;quot; effect layer, to make a drop-shadow effect.&lt;br /&gt;
&lt;br /&gt;
Precisely: this is the same as the composite blend method, but with A and B swapped.  B is composited onto A instead of A being composited onto B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Screen==&lt;br /&gt;
&lt;br /&gt;
This blend method is similar to the '''Screen Mode''' often found in 2D programs. It combines the colors of the ''screen mode layer'' and the ones behind it, and gives a lighter result in general.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Overlay==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Overlay Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: define 3 new colours: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM then blend RET onto B as in the Onto method above(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Hard Light==&lt;br /&gt;
&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Hard Light Mode'''&lt;br /&gt;
&lt;br /&gt;
For each of red, green and blue, if the component is in the top half of its range then calculate X=1-(1-(2A-1))*(1-B), otherwise calculate X=2AB, then blend X onto B as in the Onto method above.&lt;br /&gt;
&lt;br /&gt;
Is this aiming to make bright colours brighter and dark colours darker?&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Category:Manual/it&amp;diff=14782</id>
		<title>Category:Manual/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Category:Manual/it&amp;diff=14782"/>
				<updated>2012-02-09T14:55:34Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Title|Manuale}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Pages in this category should be listed in specific order. So let's place them here manually: --&amp;gt;&lt;br /&gt;
* '''Introduzione'''&lt;br /&gt;
** {{L|Doc:Overview/it|Panoramica}} &lt;br /&gt;
&amp;lt;!-- TODO: Change to {{L|Doc:Overview}} and rename page accordingly! --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ** {{L|Doc:Installation/it|Installazione}} --&amp;gt;&lt;br /&gt;
* '''Approfondiamo'''&lt;br /&gt;
** {{L|Doc:Getting Started/it|Per Iniziare}}&lt;br /&gt;
** {{L|Doc:Animation Basics/it|Basi per l'Animazione}}&lt;br /&gt;
** {{L|Doc:Adding Layers/it|Aggiunta Piani}}&lt;br /&gt;
** {{L|Doc:Creating Shapes/it|Generazione Forme}}&lt;br /&gt;
** {{L|Doc:Flower Animation/it|Animazione di un Fiore}}&lt;br /&gt;
* '''Interfacce'''&lt;br /&gt;
** {{L|Doc:Quick Overview/it|Rapida Panoramica}}&lt;br /&gt;
** {{L|Doc:Interface/it|Interfaccia}}&lt;br /&gt;
* '''Importazione Immagini'''&lt;br /&gt;
** {{L|Doc:Gimp2synfig/it|Importazione da GIMP }}&lt;br /&gt;
** {{L|Doc:Svg2synfig/it|Importazione di SVG}}&lt;br /&gt;
** {{L|Doc:ListImporter/it|Importazione Liste }} (per sequenze di immagini)&lt;br /&gt;
* '''Generazione Immagini'''&lt;br /&gt;
** {{L|BLine Tool/it|Strumento BLinea}}&lt;br /&gt;
** {{L|Outline Layer/it|Livello Contorno}}&lt;br /&gt;
** {{L|Region Layer/it|Livello Regione}}&lt;br /&gt;
** {{L|Color_Editor_Dialog/it|Gestore Colore}}&lt;br /&gt;
** {{L|Draw Tool/it|Strumento Disegna}}&lt;br /&gt;
** {{L|Width Tool/it|Strumento Ampiezza}}&lt;br /&gt;
** {{L|Paste Canvas Layer/it|Livello Incolla Tela}}&lt;br /&gt;
** {{L|Children Lock/it|Blocco Figli}}&lt;br /&gt;
** {{L|Gradient Tool/it|Strumento Gradiente}}&lt;br /&gt;
** {{L|Gradient_Editor_Dialog/it|Gestore Gradiente}}&lt;br /&gt;
** {{L|Blend Method/it|Metodo Miscela}} ???&lt;br /&gt;
** {{L|Doc:Basic Masking|Masking}}&lt;br /&gt;
* '''Collegamento Dati'''&lt;br /&gt;
** {{L|Linking}}&lt;br /&gt;
** {{L|Export}}&lt;br /&gt;
** {{L|Convert}}&lt;br /&gt;
** {{L|Sewing_BLines}}&lt;br /&gt;
** {{L|Link to BLine}}&lt;br /&gt;
** {{L|ValueNodes}}&lt;br /&gt;
** {{L|Reuse_Exported_ValueNodes}}&lt;br /&gt;
** {{L|Switching_Scenes}}&lt;br /&gt;
* '''Advanced ...'''&lt;br /&gt;
** {{L|Slideshow_Tutorial|Slideshows}}&lt;br /&gt;
** {{L|Snowflake_with_the_Duplicate_Layer|Duplicate Layer}}&lt;br /&gt;
** {{L|Doc:Brushes}}&lt;br /&gt;
* '''Animation'''&lt;br /&gt;
** {{L|Keyframe}}&lt;br /&gt;
** {{L|Timetrack_Panel}}&lt;br /&gt;
** {{L|Waypoint}}&lt;br /&gt;
** {{L|Doc:Reuse Animations}}&lt;br /&gt;
** {{L|Lock_Keyframes}}&lt;br /&gt;
** {{L|Toggle_Onion_Skin|Onion Skin}}&lt;br /&gt;
** {{L|Doc:Following a BLine}}&lt;br /&gt;
** {{L|Z_Depth_Parameter|Z-Depth}}&lt;br /&gt;
** {{L|Time_Loop_Layer}}&lt;br /&gt;
** {{L|Doc:Rescale Animations}}&lt;br /&gt;
** {{L|Time_Offset_Parameter}}&lt;br /&gt;
* '''Animation Techniques'''&lt;br /&gt;
** {{L|Walk_Cycle|Morphing}}&lt;br /&gt;
** {{L|Doc:Cut-out Animation|Cut-out}}&lt;br /&gt;
* '''Output'''&lt;br /&gt;
** {{L|Preview}}&lt;br /&gt;
** {{L|Render_options}}&lt;br /&gt;
** {{L|Render dialog}}&lt;br /&gt;
** {{L|Sif2svg|SVG export}}&lt;br /&gt;
* '''Configuring Synfig'''&lt;br /&gt;
** {{L|Setup_Dialog}}&lt;br /&gt;
** {{L|Unit System}}&lt;br /&gt;
** {{L|Image_Dimensions}}&lt;br /&gt;
** {{L|Canvas_Properties_Dialog|Canvas Properties}}&lt;br /&gt;
** {{L|Environment_Variables}}&lt;br /&gt;
* '''Appendix'''&lt;br /&gt;
** {{L|Doc:Synfig Studio vs Synfig}}&lt;br /&gt;
** {{L|Doc:Synfig CLI Syntax}}&lt;br /&gt;
** {{L|Doc:Build Instructions}}&lt;br /&gt;
** {{L|Doc:How Do I}}&lt;br /&gt;
** {{L|FAQ}}&lt;br /&gt;
** {{L|Window_Manager_Hints}} (merge to FAQ?)&lt;br /&gt;
** {{L|Keyboard Shortcuts}}&lt;br /&gt;
** {{L|Mouse_Shortcuts}}&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=14781</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=14781"/>
				<updated>2012-02-09T14:54:03Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Parametro Metodo Miscela}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
The various compositing methods available for Layers in Synfig. (''What compositing/blending is.'')&lt;br /&gt;
&lt;br /&gt;
In the following descriptions, 'A' refers to the color on the layer with the blend method setting, and 'B' refers to the color on the layers beneath it.  Note that in almost all layers, the alpha channel of the colors will have a scaling effect on the blending.  The 'amount' parameter will also have a scaling effect.  In most descriptions these 2 details have been glossed over.&lt;br /&gt;
&lt;br /&gt;
In the examples that follow a gradient ranging from black to white to transparent (A) is blended on the layer above an {{l|Paste Canvas|inline canvas}} of Tux on a transparent background (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
The currently available blend methods are:&lt;br /&gt;
&lt;br /&gt;
==Composite==&lt;br /&gt;
&lt;br /&gt;
This blend method is the default option, it simply displays the content of the layer. This blend mode is similar the layer blend mode '''Normal Mode''' often found in 2D programs.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Straight==&lt;br /&gt;
&lt;br /&gt;
This blend method looks similar to the previous one, except that the objects under a ''straight''-object will be invisible. So if there is a more or less transparent object on the ''Straight mode'' layer, the objects on the layers underneath won't show through it.&lt;br /&gt;
&lt;br /&gt;
More precisely, the resulting color is &amp;quot;(A-B)*amount + B&amp;quot;.  So if amount is 1 the result is A and if amount is 0 the result is B.  In particular, if amount is 1 and A is a very transparent color, the resulting color will also be A; despite the fact that A is very transparent, none of B's color is used.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Onto==&lt;br /&gt;
&lt;br /&gt;
If a layer is set to the ''Onto'' blend method, only the parts of the layer that are over a not transparent area will be visible.&lt;br /&gt;
&lt;br /&gt;
Precisely:  this is the same as the Composite blend method except that the transparency of the resulting color is set to be the same as the transparency level of layer B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Straight Onto==&lt;br /&gt;
This method is a combination of the two methods above. E.g. if an half-transparent object is set to ''Straight Onto'', it will only be visible over a non-transparent area, and the non-transparent part under that object won't be visible.&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is &amp;quot;(X-B)*amount + B&amp;quot; where X is A but with its transparency set to A's transparency times B's transparency.&lt;br /&gt;
&lt;br /&gt;
So if amount is 1 the result is A, but with its transparency multiplied by that of B, and if amount is 0 the result is B. In particular, if amount is 1 and A is a very transparent color, the resulting color will be a possibly more transparent version of A; despite the fact that A is very transparent, none of B's color is used in the result.&lt;br /&gt;
&lt;br /&gt;
(Yuck.  Are these 'precisely' comments useful?)[Yes!]&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Behind==&lt;br /&gt;
&lt;br /&gt;
This blend method makes the layer visible over transparent areas, and invisible over non-transparent areas, giving the impression that the layer is behind the other layers. It is often used for the &amp;quot;Shade&amp;quot; effect layer, to make a drop-shadow effect.&lt;br /&gt;
&lt;br /&gt;
Precisely: this is the same as the composite blend method, but with A and B swapped.  B is composited onto A instead of A being composited onto B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Screen==&lt;br /&gt;
&lt;br /&gt;
This blend method is similar to the '''Screen Mode''' often found in 2D programs. It combines the colors of the ''screen mode layer'' and the ones behind it, and gives a lighter result in general.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Overlay==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Overlay Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: define 3 new colours: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM then blend RET onto B as in the Onto method above(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Hard Light==&lt;br /&gt;
&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Hard Light Mode'''&lt;br /&gt;
&lt;br /&gt;
For each of red, green and blue, if the component is in the top half of its range then calculate X=1-(1-(2A-1))*(1-B), otherwise calculate X=2AB, then blend X onto B as in the Onto method above.&lt;br /&gt;
&lt;br /&gt;
Is this aiming to make bright colours brighter and dark colours darker?&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=14780</id>
		<title>Blend Method Parameter/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Blend_Method_Parameter/it&amp;diff=14780"/>
				<updated>2012-02-09T14:50:38Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: Created page with &amp;quot;&amp;lt;!-- Page info --&amp;gt; {{Title|Blend Method Parameter}} {{Category|Parameters}} &amp;lt;!-- Page info end --&amp;gt; The various compositing methods available for Layers in Synfig. (''What composi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Blend Method Parameter}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
The various compositing methods available for Layers in Synfig. (''What compositing/blending is.'')&lt;br /&gt;
&lt;br /&gt;
In the following descriptions, 'A' refers to the color on the layer with the blend method setting, and 'B' refers to the color on the layers beneath it.  Note that in almost all layers, the alpha channel of the colors will have a scaling effect on the blending.  The 'amount' parameter will also have a scaling effect.  In most descriptions these 2 details have been glossed over.&lt;br /&gt;
&lt;br /&gt;
In the examples that follow a gradient ranging from black to white to transparent (A) is blended on the layer above an {{l|Paste Canvas|inline canvas}} of Tux on a transparent background (B).&lt;br /&gt;
&lt;br /&gt;
A) http://home.comcast.net/~pxegeek/synfig/straight.png &amp;amp; B) http://home.comcast.net/~pxegeek/synfig/synfigtux.png &lt;br /&gt;
&lt;br /&gt;
The currently available blend methods are:&lt;br /&gt;
&lt;br /&gt;
==Composite==&lt;br /&gt;
&lt;br /&gt;
This blend method is the default option, it simply displays the content of the layer. This blend mode is similar the layer blend mode '''Normal Mode''' often found in 2D programs.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/composite.png&lt;br /&gt;
&lt;br /&gt;
==Straight==&lt;br /&gt;
&lt;br /&gt;
This blend method looks similar to the previous one, except that the objects under a ''straight''-object will be invisible. So if there is a more or less transparent object on the ''Straight mode'' layer, the objects on the layers underneath won't show through it.&lt;br /&gt;
&lt;br /&gt;
More precisely, the resulting color is &amp;quot;(A-B)*amount + B&amp;quot;.  So if amount is 1 the result is A and if amount is 0 the result is B.  In particular, if amount is 1 and A is a very transparent color, the resulting color will also be A; despite the fact that A is very transparent, none of B's color is used.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straight.png&lt;br /&gt;
&lt;br /&gt;
==Onto==&lt;br /&gt;
&lt;br /&gt;
If a layer is set to the ''Onto'' blend method, only the parts of the layer that are over a not transparent area will be visible.&lt;br /&gt;
&lt;br /&gt;
Precisely:  this is the same as the Composite blend method except that the transparency of the resulting color is set to be the same as the transparency level of layer B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/onto.png&lt;br /&gt;
&lt;br /&gt;
==Straight Onto==&lt;br /&gt;
This method is a combination of the two methods above. E.g. if an half-transparent object is set to ''Straight Onto'', it will only be visible over a non-transparent area, and the non-transparent part under that object won't be visible.&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is &amp;quot;(X-B)*amount + B&amp;quot; where X is A but with its transparency set to A's transparency times B's transparency.&lt;br /&gt;
&lt;br /&gt;
So if amount is 1 the result is A, but with its transparency multiplied by that of B, and if amount is 0 the result is B. In particular, if amount is 1 and A is a very transparent color, the resulting color will be a possibly more transparent version of A; despite the fact that A is very transparent, none of B's color is used in the result.&lt;br /&gt;
&lt;br /&gt;
(Yuck.  Are these 'precisely' comments useful?)[Yes!]&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/straightonto.png&lt;br /&gt;
&lt;br /&gt;
==Behind==&lt;br /&gt;
&lt;br /&gt;
This blend method makes the layer visible over transparent areas, and invisible over non-transparent areas, giving the impression that the layer is behind the other layers. It is often used for the &amp;quot;Shade&amp;quot; effect layer, to make a drop-shadow effect.&lt;br /&gt;
&lt;br /&gt;
Precisely: this is the same as the composite blend method, but with A and B swapped.  B is composited onto A instead of A being composited onto B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/behind.png&lt;br /&gt;
&lt;br /&gt;
==Screen==&lt;br /&gt;
&lt;br /&gt;
This blend method is similar to the '''Screen Mode''' often found in 2D programs. It combines the colors of the ''screen mode layer'' and the ones behind it, and gives a lighter result in general.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/screen.png&lt;br /&gt;
&lt;br /&gt;
==Overlay==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Overlay Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: define 3 new colours: RM = A * B; RS = 1-(1-A)*(1-B); RET = A*RS + (1-A)*RM then blend RET onto B as in the Onto method above(!)&lt;br /&gt;
&lt;br /&gt;
Any idea what that is aiming to do?  Or what the layer does in this '''PhotoShop''' program?&lt;br /&gt;
This appears to emulate the effect of a cross-fade between the two layers if they are set to equal amounts - i.e like 'add', but maintaining the overall brightness of the image&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/overlay.png&lt;br /&gt;
&lt;br /&gt;
==Hard Light==&lt;br /&gt;
&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Hard Light Mode'''&lt;br /&gt;
&lt;br /&gt;
For each of red, green and blue, if the component is in the top half of its range then calculate X=1-(1-(2A-1))*(1-B), otherwise calculate X=2AB, then blend X onto B as in the Onto method above.&lt;br /&gt;
&lt;br /&gt;
Is this aiming to make bright colours brighter and dark colours darker?&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hardlight.png&lt;br /&gt;
&lt;br /&gt;
==Multiply==&lt;br /&gt;
This is similar to '''PhotoShop''' - layer blend mode '''Multiply Mode'''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (((A*B)-B)*amount+B). The calculation is performed independently on red, green, and blue components.  When amount is 0, this simplifies to B.  When amount is 1 it simplifies to A*B.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/multiply.png&lt;br /&gt;
&lt;br /&gt;
==Divide==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (((B/A)-B)*amount)+B.&lt;br /&gt;
&lt;br /&gt;
When amount is 0, this becomes simply B.&lt;br /&gt;
&lt;br /&gt;
When amount is 1, this becomes B/A.&lt;br /&gt;
&lt;br /&gt;
A very small quantity is added to A before dividing by it to avoid a divide-by-zero condition.  This causes the divide blend method to bias toward positive values, but the effect is really negligible.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/divide.png&lt;br /&gt;
&lt;br /&gt;
==Add==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting color is (B + A*A.alpha*amount). The calculation is performed independently on red, green, and blue components.  The resulting color's alpha is B.alpha.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/add.png&lt;br /&gt;
&lt;br /&gt;
==Subtract==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/subtract.png&lt;br /&gt;
&lt;br /&gt;
==Difference==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is the absolute value of (B-A).  The calculation is performed independently on red, green, and blue components.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/difference.png&lt;br /&gt;
&lt;br /&gt;
==Brighten==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the higher of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/brighten.png&lt;br /&gt;
&lt;br /&gt;
==Darken==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: for each of the red, green, and blue components, compare A's value with B's value and use the lower of the pair.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/darken.png&lt;br /&gt;
&lt;br /&gt;
==Color==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/color.png&lt;br /&gt;
&lt;br /&gt;
As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/coloryg.png&lt;br /&gt;
&lt;br /&gt;
==Hue==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/hue.png&lt;br /&gt;
&lt;br /&gt;
==Saturation==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A.  Saturation is the magnitude of the [http://en.wikipedia.org/wiki/YUV UV vector].&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/saturation.png&lt;br /&gt;
&lt;br /&gt;
As this example is so similar to the 'Color' blend example, here it is with a yellow gradient - &lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/yellowgradient.png +&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/synfigtux.png =&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/saturationyg.png&lt;br /&gt;
&lt;br /&gt;
==Luminance==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
Precisely: the resulting colour is obtained by adjusting B to have the same Y (luma) value as A, while keeping U and V the same.&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/luminance.png&lt;br /&gt;
&lt;br /&gt;
==Alpha over==&lt;br /&gt;
&lt;br /&gt;
''Describe me''&lt;br /&gt;
&lt;br /&gt;
http://home.comcast.net/~pxegeek/synfig/straight.png + http://home.comcast.net/~pxegeek/synfig/synfigtux.png = http://home.comcast.net/~pxegeek/synfig/alphaover.png&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Category:Manual/it&amp;diff=14766</id>
		<title>Category:Manual/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Category:Manual/it&amp;diff=14766"/>
				<updated>2012-02-07T15:45:39Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Title|Manuale}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Pages in this category should be listed in specific order. So let's place them here manually: --&amp;gt;&lt;br /&gt;
* '''Introduzione'''&lt;br /&gt;
** {{L|Doc:Overview/it|Panoramica}} &lt;br /&gt;
&amp;lt;!-- TODO: Change to {{L|Doc:Overview}} and rename page accordingly! --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ** {{L|Doc:Installation/it|Installazione}} --&amp;gt;&lt;br /&gt;
* '''Approfondiamo'''&lt;br /&gt;
** {{L|Doc:Getting Started/it|Per Iniziare}}&lt;br /&gt;
** {{L|Doc:Animation Basics/it|Basi per l'Animazione}}&lt;br /&gt;
** {{L|Doc:Adding Layers/it|Aggiunta Piani}}&lt;br /&gt;
** {{L|Doc:Creating Shapes/it|Generazione Forme}}&lt;br /&gt;
** {{L|Doc:Flower Animation/it|Animazione di un Fiore}}&lt;br /&gt;
* '''Interfacce'''&lt;br /&gt;
** {{L|Doc:Quick Overview/it|Rapida Panoramica}}&lt;br /&gt;
** {{L|Doc:Interface/it|Interfaccia}}&lt;br /&gt;
* '''Importazione Immagini'''&lt;br /&gt;
** {{L|Doc:Gimp2synfig/it|Importazione da GIMP }}&lt;br /&gt;
** {{L|Doc:Svg2synfig/it|Importazione di SVG}}&lt;br /&gt;
** {{L|Doc:ListImporter/it|Importazione Liste }} (per sequenze di immagini)&lt;br /&gt;
* '''Generazione Immagini'''&lt;br /&gt;
** {{L|BLine Tool/it|Strumento BLinea}}&lt;br /&gt;
** {{L|Outline Layer/it|Livello Contorno}}&lt;br /&gt;
** {{L|Region Layer/it|Livello Regione}}&lt;br /&gt;
** {{L|Color_Editor_Dialog/it|Gestore Colore}}&lt;br /&gt;
** {{L|Draw Tool/it|Strumento Disegna}}&lt;br /&gt;
** {{L|Width Tool/it|Strumento Ampiezza}}&lt;br /&gt;
** {{L|Paste Canvas Layer/it|Livello Incolla Tela}}&lt;br /&gt;
** {{L|Children Lock/it|Blocco Figli}}&lt;br /&gt;
** {{L|Gradient Tool/it|Strumento Gradiente}}&lt;br /&gt;
** {{L|Gradient_Editor_Dialog/it|Gestore Gradiente}}&lt;br /&gt;
** {{L|Blend Method}} ???&lt;br /&gt;
** {{L|Doc:Basic Masking|Masking}}&lt;br /&gt;
* '''Collegamento Dati'''&lt;br /&gt;
** {{L|Linking}}&lt;br /&gt;
** {{L|Export}}&lt;br /&gt;
** {{L|Convert}}&lt;br /&gt;
** {{L|Sewing_BLines}}&lt;br /&gt;
** {{L|Link to BLine}}&lt;br /&gt;
** {{L|ValueNodes}}&lt;br /&gt;
** {{L|Reuse_Exported_ValueNodes}}&lt;br /&gt;
** {{L|Switching_Scenes}}&lt;br /&gt;
* '''Advanced ...'''&lt;br /&gt;
** {{L|Slideshow_Tutorial|Slideshows}}&lt;br /&gt;
** {{L|Snowflake_with_the_Duplicate_Layer|Duplicate Layer}}&lt;br /&gt;
** {{L|Doc:Brushes}}&lt;br /&gt;
* '''Animation'''&lt;br /&gt;
** {{L|Keyframe}}&lt;br /&gt;
** {{L|Timetrack_Panel}}&lt;br /&gt;
** {{L|Waypoint}}&lt;br /&gt;
** {{L|Doc:Reuse Animations}}&lt;br /&gt;
** {{L|Lock_Keyframes}}&lt;br /&gt;
** {{L|Toggle_Onion_Skin|Onion Skin}}&lt;br /&gt;
** {{L|Doc:Following a BLine}}&lt;br /&gt;
** {{L|Z_Depth_Parameter|Z-Depth}}&lt;br /&gt;
** {{L|Time_Loop_Layer}}&lt;br /&gt;
** {{L|Doc:Rescale Animations}}&lt;br /&gt;
** {{L|Time_Offset_Parameter}}&lt;br /&gt;
* '''Animation Techniques'''&lt;br /&gt;
** {{L|Walk_Cycle|Morphing}}&lt;br /&gt;
** {{L|Doc:Cut-out Animation|Cut-out}}&lt;br /&gt;
* '''Output'''&lt;br /&gt;
** {{L|Preview}}&lt;br /&gt;
** {{L|Render_options}}&lt;br /&gt;
** {{L|Render dialog}}&lt;br /&gt;
** {{L|Sif2svg|SVG export}}&lt;br /&gt;
* '''Configuring Synfig'''&lt;br /&gt;
** {{L|Setup_Dialog}}&lt;br /&gt;
** {{L|Unit System}}&lt;br /&gt;
** {{L|Image_Dimensions}}&lt;br /&gt;
** {{L|Canvas_Properties_Dialog|Canvas Properties}}&lt;br /&gt;
** {{L|Environment_Variables}}&lt;br /&gt;
* '''Appendix'''&lt;br /&gt;
** {{L|Doc:Synfig Studio vs Synfig}}&lt;br /&gt;
** {{L|Doc:Synfig CLI Syntax}}&lt;br /&gt;
** {{L|Doc:Build Instructions}}&lt;br /&gt;
** {{L|Doc:How Do I}}&lt;br /&gt;
** {{L|FAQ}}&lt;br /&gt;
** {{L|Window_Manager_Hints}} (merge to FAQ?)&lt;br /&gt;
** {{L|Keyboard Shortcuts}}&lt;br /&gt;
** {{L|Mouse_Shortcuts}}&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Gradient_Editor_Dialog/it&amp;diff=14765</id>
		<title>Gradient Editor Dialog/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Gradient_Editor_Dialog/it&amp;diff=14765"/>
				<updated>2012-02-07T15:42:45Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Gestore Gradiente}}&lt;br /&gt;
{{Category|Dialogs}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Il Gestore Gradiente ha due sezioni. La parte superiore per la selezione dei colori e il livello Alfa, la parte inferiore presenta un'anteprima del gradiente. &lt;br /&gt;
&lt;br /&gt;
Appena sotto l'area di anteprima vi sono due piccoli cursori triangolari, detti CPunti, che indicano i colori iniziale e finale del gradiente.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Il CPunto attualmente selezionato viene visualizzato con un cursore triangolare bianco.  Il suo colore è mostrato in alto nella finestra di editazione. Puoi selezionare qualsiasi altro CPunto cliccando sul suo cursore per variare gli altri colori del gradiente.&lt;br /&gt;
Modificando ad esempio i canali rosso, verde e blu del CPunto a destra si può cambiare il colore finale del gradiente (preimpostato a bianco) ad un giallo scuro che ci aggrada come nell'esempio seguente.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor2.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I gradienti non sono limitati alla gestione di due colori; è possibile inserirne in base alle necessità. Per la loro aggiunta clicca semplicemente col destro sull'anteprima e seleziona &amp;quot;Inserisci CPunto&amp;quot;. Coì facendo verrà inserito un nuovo cursore nella posizione in cui avrai effettuato il clic. Puoi poi editare il colore del nuovo CPunto variando i livelli di colore e Alfa per generare un gradiente a tre colori.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor3.png ||    ||      || http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor5.png &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Qui sono stati generati un colore ciano chiaro come colore centrale. &lt;br /&gt;
Un'altra funzionalità interessante è quella di poter spostare i cursori proprio come si fa per le barre dei colori o dell canale Alfa. In questo modo si può comprimere il gradiente da una parte o dall'altra o rendere la sua concentrazione più o meno rapida tra i colori. Premendo SHIFT durante il trascinamento del CPunto non verrà oltrepassato il CPunto adiacente rendendo più facile affiancare i CPunti uno all'altro. I CPunti possono essere spostati con maggior precisione variando il campo numerico a fianco dell'anteprima. L'intervallo numerico va da 0 (a sinistra) e 1 (a destra) specificando la posizione del CPunto.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor6.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finalmente il pulsante &amp;quot;Prendi&amp;quot; copia il gradiente editato il quello predefinito della Casella Strumenti.&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
Racchiudere un gradiente:&lt;br /&gt;
&lt;br /&gt;
In modo predefinito un piano gradiente sovrascrive o sconfina nell'ambiente circostante. Le aree prima dell'inizio del gradiente e dopo la fine del gradiente vengono invase con i colori iniziale e finale del gradiente. Come si può vedere da quest'immagine:&lt;br /&gt;
&lt;br /&gt;
http://i1134.photobucket.com/albums/m620/BentFX/Synfig/Gradient1.png&lt;br /&gt;
&lt;br /&gt;
Questo è definito da progetto ed aggiunge una grande flessibilità ai livelli gradiente. Per ottenere un gradiente limitato dal proprio contorno geometrico inizia e termina il gradiente con la trasparenza. Come mostrato qui:&lt;br /&gt;
&lt;br /&gt;
http://i1134.photobucket.com/albums/m620/BentFX/Synfig/Gradient2.png&lt;br /&gt;
&lt;br /&gt;
Questo influenza comunque le aree circostanti, ma con un area trasparente. Per generare un angolo appuntito al gradiente i colori iniziale e finale possono essere mossi alla fine del gestore gradiente. La transparenza non ha bisogno di avere una specifica ampiezza, è solo necessario sia impostata all'inizio e alla fine del gradiente. Oppure solo all'inizio, o solo alla fine, come desideri, e in base alla situazione specifica.&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Gradient_Editor_Dialog/it&amp;diff=14764</id>
		<title>Gradient Editor Dialog/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Gradient_Editor_Dialog/it&amp;diff=14764"/>
				<updated>2012-02-07T15:34:40Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Gestore Gradiente}}&lt;br /&gt;
{{Category|Dialogs}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Il Gestore Gradiente ha due sezioni. La parte superiore per la selezione dei colori e il livello Alfa, la parte inferiore presenta un'anteprima del gradiente. &lt;br /&gt;
&lt;br /&gt;
Appena sotto l'area di anteprima vi sono due piccoli cursori triangolari, detti CPunti, che indicano i colori iniziale e finale del gradiente.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Il CPunto attualmente selezionato viene visualizzato con un cursore triangolare bianco.  Il suo colore è mostrato in alto nella finestra di editazione. Puoi selezionare qualsiasi altro CPunto cliccando sul suo cursore per variare gli altri colori del gradiente.&lt;br /&gt;
Modificando ad esempio i canali rosso, verde e blu del CPunto a destra si può cambiare il colore finale del gradiente (preimpostato a bianco) ad un giallo scuro che ci aggrada come nell'esempio seguente.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor2.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I gradienti non sono limitati alla gestione di due colori; è possibile inserirne in base alle necessità. Per la loro aggiunta clicca semplicemente col destro sull'anteprima e seleziona &amp;quot;Inserisci CPunto&amp;quot;. Coì facendo verrà inserito un nuovo cursore nella posizione in cui avrai effettuato il clic. Puoi poi editare il colore del nuovo CPunto variando i livelli di colore e Alfa per generare un gradiente a tre colori.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor3.png ||    ||      || http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor5.png &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Qui sono stati generati un colore ciano chiaro come colore centrale. &lt;br /&gt;
Un'altra funzionalità interessante è quella di poter spostare i cursori proprio come si fa per le barre dei colori o dell canale Alfa. In questo modo si può comprimere il gradiente da una parte o dall'altra o rendere la sua concentrazione più o meno rapida tra i colori. Premendo SHIFT durante il trascinamento del CPunto non verrà oltrepassato il CPunto adiacente rendendo più facile affiancare i CPunti uno all'altro. I CPunti possono essere spostati con maggior precisione variando il campo numerico a fianco dell'anteprima. L'intervallo numerico va da 0 (a sinistra) e 1 (a destra) specificando la posizione del CPunto.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor6.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finalmente il pulsante &amp;quot;Prendi&amp;quot; copia il gradiente editato il quello predefinito della Casella Strumenti.&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
Racchiudere un gradiente:&lt;br /&gt;
&lt;br /&gt;
In modo predefinito un piano gradiente sovrascrive o sconfina nell'ambiente circostante. Le aree prima dell'inizio del gradiente e dopo la fine del gradiente vengono invase con i colori iniziale e finale del gradiente. Come si può vedere da quest'immagine:&lt;br /&gt;
&lt;br /&gt;
http://i1134.photobucket.com/albums/m620/BentFX/Synfig/Gradient1.png&lt;br /&gt;
&lt;br /&gt;
Questo è definito da progetto ed aggiunge una grande flessibilità ai livelli gradiente. Per ottenere un gradiente limitato dal proprio contorno geometrico inizia e termina il gradiente con la trasparenza. Come mostrato qui:&lt;br /&gt;
&lt;br /&gt;
http://i1134.photobucket.com/albums/m620/BentFX/Synfig/Gradient2.png&lt;br /&gt;
&lt;br /&gt;
This still floods the surroundings, but with a transparent flood. To create a sharp edge to the gradient the beginning and ending colors can be dragged to the ends of the gradient editor gadget. The transparency doesn't have to have any width, it just has to be defined as the beginning and the end. Or just the beginning, or just the end, it's up to you, and your situation.&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Draw_Tool/it&amp;diff=14763</id>
		<title>Draw Tool/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Draw_Tool/it&amp;diff=14763"/>
				<updated>2012-02-07T15:19:32Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Strumento Disegna}}&lt;br /&gt;
{{Category|Tools}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{l|Image:Draw_icon.png|64px}} &amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;'''ALT-D'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lo strumento disegna è quello col quale gli artisti avranno più dimestichezza. Questo strumento viene utilizzato al meglio con una tavoletta grafica, anche se può essere utilizzato con un mouse.&lt;br /&gt;
&lt;br /&gt;
Lo strumento disegna genera sia una regione che una {{l|BLine|BLinea}} {{l|Outline_Layer|Livello di Contorno}} con una pressione sulla tavoletta espressa proporzionalmente dall'ampiezza della linea.&lt;br /&gt;
&lt;br /&gt;
==Opzioni==&lt;br /&gt;
;'''Pressione Ampiezza'''&lt;br /&gt;
:varia in base alla pressione applicata. Se non è spuntato, il livello sarà disegnato con l'ampiezza indicata nella sezione della {{l|Toolbox|Casella Strumenti}} in {{l|New Layer Defaults|Predefinito Nuovo Livello}}.&lt;br /&gt;
;'''Auto Cicla'''&lt;br /&gt;
:Quando il tratto della linea, dello strumento disegna, termina vicino all'inizio, viene automaticamente connesso l'ultima maniglia con la prima.&lt;br /&gt;
;'''Auto Connetti''' (non in svn)&lt;br /&gt;
:Quando il tratto inizia e/o finisce vicino ad una maniglia finale di un altro {{l|Outline_Layer|contorno}}, il {{l|Outline_Layer|contorno}} risultante viene agganciato all esistente {{l|Outline_Layer|livello contorno}}&lt;br /&gt;
:Quando il tratto inizia e/o finisce vicino ad un vertice di maniglia nel mezzo di un'altro {{l|Outline_Layer|contorno}}, il primo e/o l'ultimo vertice del {{l|Outline Layer|contorno}} risultante viene {{l|Linking|collegato}} alla maniglia dell'esistente {{l|Outline_Layer|Livello Contorno}}.&lt;br /&gt;
;'''Auto Estendi''' (solo in svn)&lt;br /&gt;
:Quando il tratto inizia e/o finisce ad o vicino ad una maniglia di un punto finale di un altro {{l|Outline_Layer|contorno}}, il risultante {{l|Outline_Layer|contorno}} viene collegato all'esistente {{l|Outline Layer|Livello Contorno}}&lt;br /&gt;
;'''Auto Collega''' (solo svn)&lt;br /&gt;
:Quando il tratto inizia e/o finisce ad o vicino ad una maniglia di un vertice di un altro {{l|Outline Layer|contorno}}, e questo non non è stato connesso da una opzione di Auto Estendi, il primo e/o l'ultimo vertice del {{l|Outline Layer|contorno}} risultante viene {{l|Linking|collegato}} alla maniglia del {{l|Outline Layer|Livello Contorno}} esistente.&lt;br /&gt;
;'''Genera Solo Regione'''&lt;br /&gt;
:Invece di che generare un {{l|Outline Layer|Livello Contorno}}, lo strumento ignora le informazioni di pressione, e genera un {{l|Region Layer|Livello Regione}}.&lt;br /&gt;
;'''Pressione Minima'''&lt;br /&gt;
:Il valore di questa opzione àncora la sensibilità della Pressione ad un valore specifico, essenzialmente determinando quanto sia fine il segmento più sottile possibile, in riferimento alla {{l|New Layer Defaults#Brush Size|Dimensione Pennello}} impostata in {{l|Toolbox|Casella Strumenti}}.&lt;br /&gt;
;'''Sfuma'''&lt;br /&gt;
:''(rivedere) Sembra avere qualcosa a che fare con l'impostazione del {{l|Feather Parameter|Parametro Sfumatura}} sul livello, ma non sembra essere una traduzione chiara tra l'impostazione di questo controllo, ed i parametri che ne derivano.''&lt;br /&gt;
;'''Errore Locale'''&lt;br /&gt;
:''Questo determina se l'opzione Smusso è in coordinate mondo o no. Ma non sono sicuro delle misure quando questa è accesa.''&lt;br /&gt;
;'''Smusso'''&lt;br /&gt;
:Determina quanta distorsione di tavoletta è rimossa, e di conseguenza, di quanti vertici le splineee risultanti sono composte.&lt;br /&gt;
&lt;br /&gt;
==Pulsanti==&lt;br /&gt;
;'''Riempi Ultimo Colpo'''&lt;br /&gt;
:Crea attualmente un {{l|Region Layer|Regione Livello}}, causa alcuni errori, e poi cancella la {{l|Region Layer|regione livello}} ancora.&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Draw_Tool/it&amp;diff=14762</id>
		<title>Draw Tool/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Draw_Tool/it&amp;diff=14762"/>
				<updated>2012-02-07T15:17:28Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Strumento Disegna}}&lt;br /&gt;
{{Category|Tools}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{l|Image:Draw_icon.png|64px}} &amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;'''ALT-D'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lo strumento disegna è quello col quale gli artisti avranno più dimestichezza. Questo strumento viene utilizzato al meglio con una tavoletta grafica, anche se può essere utilizzato con un mouse.&lt;br /&gt;
&lt;br /&gt;
Lo strumento disegna genera sia una regione che una {{l|BLine|BLinea}} {{l|Outline_Layer|Livello di Contorno}} con una pressione sulla tavoletta espressa proporzionalmente dall'ampiezza della linea.&lt;br /&gt;
&lt;br /&gt;
==Opzioni==&lt;br /&gt;
;'''Pressione Ampiezza'''&lt;br /&gt;
:varia in base alla pressione applicata. Se non è spuntato, il livello sarà disegnato con l'ampiezza indicata nella sezione della {{l|Toolbox|Casella Strumenti}} in {{l|New Layer Defaults|Predefinito Nuovo Livello}}.&lt;br /&gt;
;'''Auto Cicla'''&lt;br /&gt;
:Quando il tratto della linea, dello strumento disegna, termina vicino all'inizio, viene automaticamente connesso l'ultima maniglia con la prima.&lt;br /&gt;
;'''Auto Connetti''' (non in svn)&lt;br /&gt;
:Quando il tratto inizia e/o finisce vicino ad una maniglia finale di un altro {{l|Outline_Layer|contorno}}, il {{l|Outline_Layer|contorno}} risultante viene agganciato all esistente {{l|livello contorno}}&lt;br /&gt;
:Quando il tratto inizia e/o finisce vicino ad un vertice di maniglia nel mezzo di un'altro {{l|Outline_Layer|contorno}}, il primo e/o l'ultimo vertice del {{l|Outline Layer|contorno}} risultante viene {{l|Linking|collegato}} alla maniglia dell'esistente {{l|Livello Contorno}}.&lt;br /&gt;
;'''Auto Estendi''' (solo in svn)&lt;br /&gt;
:Quando il tratto inizia e/o finisce ad o vicino ad una maniglia di un punto finale di un altro {{l|Outline_Layer|contorno}}, il risultante {{l|Outline_Layer|contorno}} viene collegato all'esistente {{l|Outline Layer|Livello Contorno}}&lt;br /&gt;
;'''Auto Collega''' (solo svn)&lt;br /&gt;
:Quando il tratto inizia e/o finisce ad o vicino ad una maniglia di un vertice di un altro {{l|Outline Layer|contorno}}, e questo non non è stato connesso da una opzione di Auto Estendi, il primo e/o l'ultimo vertice del {{l|Outline Layer|contorno}} risultante viene {{l|Linking|collegato}} alla maniglia del {{l|Outline Layer|Livello Contorno}} esistente.&lt;br /&gt;
;'''Genera Solo Regione'''&lt;br /&gt;
:Invece di che generare un {{l|Outline Layer|Livello Contorno}}, lo strumento ignora le informazioni di pressione, e genera un {{l|Region Layer|Livello Regione}}.&lt;br /&gt;
;'''Pressione Minima'''&lt;br /&gt;
:Il valore di questa opzione àncora la sensibilità della Pressione ad un valore specifico, essenzialmente determinando quanto sia fine il segmento più sottile possibile, in riferimento alla {{l|New Layer Defaults#Brush Size|Dimensione Pennello}} impostata in {{l|Toolbox|Casella Strumenti}}.&lt;br /&gt;
;'''Sfuma'''&lt;br /&gt;
:''(rivedere) Sembra avere qualcosa a che fare con l'impostazione del {{l|Feather Parameter|Parametro Sfumatura}} sul livello, ma non sembra essere una traduzione chiara tra l'impostazione di questo controllo, ed i parametri che ne derivano.''&lt;br /&gt;
;'''Errore Locale'''&lt;br /&gt;
:''Questo determina se l'opzione Smusso è in coordinate mondo o no. Ma non sono sicuro delle misure quando questa è accesa.''&lt;br /&gt;
;'''Smusso'''&lt;br /&gt;
:Determina quanta distorsione di tavoletta è rimossa, e di conseguenza, di quanti vertici le splineee risultanti sono composte.&lt;br /&gt;
&lt;br /&gt;
==Pulsanti==&lt;br /&gt;
;'''Riempi Ultimo Colpo'''&lt;br /&gt;
:Crea attualmente un {{l|Region Layer|Regione Livello}}, causa alcuni errori, e poi cancella la {{l|Region Layer|regione livello}} ancora.&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Draw_Tool/it&amp;diff=14761</id>
		<title>Draw Tool/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Draw_Tool/it&amp;diff=14761"/>
				<updated>2012-02-07T15:15:29Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Strumento Disegna}}&lt;br /&gt;
{{Category|Tools}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{l|Image:Draw_icon.png|64px}} &amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;'''ALT-D'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lo strumento disegna è quello col quale gli artisti avranno più dimestichezza. Questo strumento viene utilizzato al meglio con una tavoletta grafica, anche se può essere utilizzato con un mouse.&lt;br /&gt;
&lt;br /&gt;
Lo strumento disegna genera sia una regione che una {{l|BLine|BLinea}} {{l|Outline_Layer|Livello di Contorno}} con una pressione sulla tavoletta espressa proporzionalmente dall'ampiezza della linea.&lt;br /&gt;
&lt;br /&gt;
==Opzioni==&lt;br /&gt;
;'''Pressione Ampiezza'''&lt;br /&gt;
:varia in base alla pressione applicata. Se non è spuntato, il livello sarà disegnato con l'ampiezza indicata nella sezione della {{l|Toolbox|Casella Strumenti}} in {{l|New Layer Defaults|Predefinito Nuovo Livello}}.&lt;br /&gt;
;'''Auto Cicla'''&lt;br /&gt;
:Quando il tratto della linea, dello strumento disegna, termina vicino all'inizio, viene automaticamente connesso l'ultima maniglia con la prima.&lt;br /&gt;
;'''Auto Connetti''' (non in svn)&lt;br /&gt;
:Quando il tratto inizia e/o finisce vicino ad una maniglia finale di un altro {{l|Outline_Layer|contorno}}, il {{l|Outline Layer|contorno}} risultante viene agganciato all esistente {{l|livello contorno}}&lt;br /&gt;
:Quando il tratto inizia e/o finisce vicino ad un vertice di maniglia nel mezzo di un'altro {{l|Outline Layer|contorno}}, il primo e/o l'ultimo vertice del {{l|Outline Layer|contorno}} risultante viene {{l|Linking|collegato}} alla maniglia dell'esistente {{l|Livello Contorno}}.&lt;br /&gt;
;'''Auto Estendi''' (solo in svn)&lt;br /&gt;
:Quando il tratto inizia e/o finisce ad o vicino ad una maniglia di un punto finale di un altro {{l|Outline Layer|contorno}}, il risultante {{l|Outline Layer|contorno}} viene collegato all'esistente {{l|Outline Layer|Livello Contorno}}&lt;br /&gt;
;'''Auto Collega''' (solo svn)&lt;br /&gt;
:Quando il tratto inizia e/o finisce ad o vicino ad una maniglia di un vertice di un altro {{l|Outline Layer|contorno}}, e questo non non è stato connesso da una opzione di Auto Estendi, il primo e/o l'ultimo vertice del {{l|Outline Layer|contorno}} risultante viene {{l|Linking|collegato}} alla maniglia del {{l|Outline Layer|Livello Contorno}} esistente.&lt;br /&gt;
;'''Genera Solo Regione'''&lt;br /&gt;
:Invece di che generare un {{l|Outline Layer|Livello Contorno}}, lo strumento ignora le informazioni di pressione, e genera un {{l|Region Layer|Livello Regione}}.&lt;br /&gt;
;'''Pressione Minima'''&lt;br /&gt;
:Il valore di questa opzione àncora la sensibilità della Pressione ad un valore specifico, essenzialmente determinando quanto sia fine il segmento più sottile possibile, in riferimento alla {{l|New Layer Defaults#Brush Size|Dimensione Pennello}} impostata in {{l|Toolbox|Casella Strumenti}}.&lt;br /&gt;
;'''Sfuma'''&lt;br /&gt;
:''(rivedere) Sembra avere qualcosa a che fare con l'impostazione del {{l|Feather Parameter|Parametro Sfumatura}} sul livello, ma non sembra essere una traduzione chiara tra l'impostazione di questo controllo, ed i parametri che ne derivano.''&lt;br /&gt;
;'''Errore Locale'''&lt;br /&gt;
:''Questo determina se l'opzione Smusso è in coordinate mondo o no. Ma non sono sicuro delle misure quando questa è accesa.''&lt;br /&gt;
;'''Smusso'''&lt;br /&gt;
:Determina quanta distorsione di tavoletta è rimossa, e di conseguenza, di quanti vertici le splineee risultanti sono composte.&lt;br /&gt;
&lt;br /&gt;
==Pulsanti==&lt;br /&gt;
;'''Riempi Ultimo Colpo'''&lt;br /&gt;
:Crea attualmente un {{l|Region Layer|Regione Livello}}, causa alcuni errori, e poi cancella la {{l|Region Layer|regione livello}} ancora.&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Main_Page/it&amp;diff=14726</id>
		<title>Main Page/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Main_Page/it&amp;diff=14726"/>
				<updated>2012-01-25T10:26:24Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Synfig Wiki}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Benvenuto sul wiki di Synfig. Questo wiki è la documentazione principale per il [http://www.synfig.org/ Progetto Synfig], un programma di animazione 2D e progettazione. La documentazione wiki è suddivisa in tre sezioni principali: {{l|User Documentation|Documentazione Utente}} (per gli utenti del programma di animazione), {{l|Developer Documentation|Documentazione Sviluppatore}} (per le persone che sviluppano il codice del programma) e {{l|Writer Documentation|Documentazione Scrittore}} (per le persone che desiderano mantenere questo wiki aggiornato).&lt;br /&gt;
&lt;br /&gt;
Di seguito è riportato un elenco di tutti gli elementi per ciascuna categoria di documentazione.&lt;br /&gt;
&lt;br /&gt;
*'''{{l|User Documentation|Documentazione Utente}}'''&lt;br /&gt;
** {{l|Category:Manual|Manuale}}. Il manuale è un percorso, passo passo, nella procedura dettagliata agli aspetti principali di Synfig Studio e il procedimento per fare animazioni con esso. Una copia è disponibile per una consultazione non in linea su http://www.mediafire.com/?ucindxh81z8uga5&lt;br /&gt;
** {{l|Category:Tutorials|Lezioni}}. Ogni lezione è una guida indipendente che illustra come procedere per ottenere un particolare compito.&lt;br /&gt;
** {{l|Category:Reference|Riferimenti}}. Si tratta di un elenco esaustivo di tutti i singoli aspetti di Synfig (GUI [interfaccia grafica] e linea di comando). Usalo quando hai bisogno dei dettagli su un particolare aspetto del programma.&lt;br /&gt;
** {{l|Category:Glossary|Glossario}}. Alcune termini della documentazione di Synfig usano una denominazione o concetti specifici. Ricercane qui il significato.&lt;br /&gt;
*'''{{l|Developer Documentation|Documentazione Sviluppatore}}'''&lt;br /&gt;
*'''{{l|Writer Documentation|Documentazione Scrittore}}'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Progetto: ristrutturazione e aggiornamento documentazione ==&lt;br /&gt;
'''a tutti i lettori'''&lt;br /&gt;
&lt;br /&gt;
è partito un progetto per ristrutturare ed aggiornare la documentazione.&lt;br /&gt;
Vorremmo mantenere tutto aggiornato e funzionante mentre lo si modifica, ma a volte alcuni punti possono essere persi, alcuni collegamenti possono non funzionare, etc.&lt;br /&gt;
&lt;br /&gt;
Ad oggi (metà Aprile 2010) la pianificazione prevede il termine delle modifiche in 3 mesi.&lt;br /&gt;
&lt;br /&gt;
Usa la pagina &amp;quot;discussione&amp;quot; (è sufficiente selezionare l'etichetta posta in cima ad ogni pagina del wiki) poi &amp;quot;modifica&amp;quot; per informarci sui problemi con una pagina.&lt;br /&gt;
Grazie. Devi essere un'utente registrato al wiki per poter fare questo.&lt;br /&gt;
&lt;br /&gt;
Se è urgente o di grave disturbo vai anche sul Forum ed aggiungi un suggerimento con &amp;quot;post-reply&amp;quot; (Rispondi) a questo Argomento [http://synfig.org/forums/viewtopic.php?f=25&amp;amp;t=1122&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a]. Daremo priorità a quei problemi. Devi essere un'utente registrato al Forum per poter fare questo.&lt;br /&gt;
&lt;br /&gt;
Grazie per il sostegno e la pazienza.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''a tutti gli scrittori e i traduttori'''&lt;br /&gt;
&lt;br /&gt;
Leggete cortesemente i suggerimenti su {{l|Writer Documentation|Documentazione Scrittore}}.&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Main_Page/it&amp;diff=14725</id>
		<title>Main Page/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Main_Page/it&amp;diff=14725"/>
				<updated>2012-01-25T10:25:05Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Pagina Principale}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Benvenuto sul wiki di Synfig. Questo wiki è la documentazione principale per il [http://www.synfig.org/ Progetto Synfig], un programma di animazione 2D e progettazione. La documentazione wiki è suddivisa in tre sezioni principali: {{l|User Documentation|Documentazione Utente}} (per gli utenti del programma di animazione), {{l|Developer Documentation|Documentazione Sviluppatore}} (per le persone che sviluppano il codice del programma) e {{l|Writer Documentation|Documentazione Scrittore}} (per le persone che desiderano mantenere questo wiki aggiornato).&lt;br /&gt;
&lt;br /&gt;
Di seguito è riportato un elenco di tutti gli elementi per ciascuna categoria di documentazione.&lt;br /&gt;
&lt;br /&gt;
*'''{{l|User Documentation|Documentazione Utente}}'''&lt;br /&gt;
** {{l|Category:Manual|Manuale}}. Il manuale è un percorso, passo passo, nella procedura dettagliata agli aspetti principali di Synfig Studio e il procedimento per fare animazioni con esso. Una copia è disponibile per una consultazione non in linea su http://www.mediafire.com/?ucindxh81z8uga5&lt;br /&gt;
** {{l|Category:Tutorials|Lezioni}}. Ogni lezione è una guida indipendente che illustra come procedere per ottenere un particolare compito.&lt;br /&gt;
** {{l|Category:Reference|Riferimenti}}. Si tratta di un elenco esaustivo di tutti i singoli aspetti di Synfig (GUI [interfaccia grafica] e linea di comando). Usalo quando hai bisogno dei dettagli su un particolare aspetto del programma.&lt;br /&gt;
** {{l|Category:Glossary|Glossario}}. Alcune termini della documentazione di Synfig usano una denominazione o concetti specifici. Ricercane qui il significato.&lt;br /&gt;
*'''{{l|Developer Documentation|Documentazione Sviluppatore}}'''&lt;br /&gt;
*'''{{l|Writer Documentation|Documentazione Scrittore}}'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Progetto: ristrutturazione e aggiornamento documentazione ==&lt;br /&gt;
'''a tutti i lettori'''&lt;br /&gt;
&lt;br /&gt;
è partito un progetto per ristrutturare ed aggiornare la documentazione.&lt;br /&gt;
Vorremmo mantenere tutto aggiornato e funzionante mentre lo si modifica, ma a volte alcuni punti possono essere persi, alcuni collegamenti possono non funzionare, etc.&lt;br /&gt;
&lt;br /&gt;
Ad oggi (metà Aprile 2010) la pianificazione prevede il termine delle modifiche in 3 mesi.&lt;br /&gt;
&lt;br /&gt;
Usa la pagina &amp;quot;discussione&amp;quot; (è sufficiente selezionare l'etichetta posta in cima ad ogni pagina del wiki) poi &amp;quot;modifica&amp;quot; per informarci sui problemi con una pagina.&lt;br /&gt;
Grazie. Devi essere un'utente registrato al wiki per poter fare questo.&lt;br /&gt;
&lt;br /&gt;
Se è urgente o di grave disturbo vai anche sul Forum ed aggiungi un suggerimento con &amp;quot;post-reply&amp;quot; (Rispondi) a questo Argomento [http://synfig.org/forums/viewtopic.php?f=25&amp;amp;t=1122&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a]. Daremo priorità a quei problemi. Devi essere un'utente registrato al Forum per poter fare questo.&lt;br /&gt;
&lt;br /&gt;
Grazie per il sostegno e la pazienza.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''a tutti gli scrittori e i traduttori'''&lt;br /&gt;
&lt;br /&gt;
Leggete cortesemente i suggerimenti su {{l|Writer Documentation|Documentazione Scrittore}}.&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Main_Page/it&amp;diff=14724</id>
		<title>Main Page/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Main_Page/it&amp;diff=14724"/>
				<updated>2012-01-25T10:24:25Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Pagina Principale}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Benvenuto sul wiki di Synfig. Questo wiki è la documentazione principale per il [http://www.synfig.org/ Progetto ], un programma di animazione 2D e progettazione. La documentazione wiki è suddivisa in tre sezioni principali: {{l|User Documentation|Documentazione Utente}} (per gli utenti del programma di animazione), {{l|Developer Documentation|Documentazione Sviluppatore}} (per le persone che sviluppano il codice del programma) e {{l|Writer Documentation|Documentazione Scrittore}} (per le persone che desiderano mantenere questo wiki aggiornato).&lt;br /&gt;
&lt;br /&gt;
Di seguito è riportato un elenco di tutti gli elementi per ciascuna categoria di documentazione.&lt;br /&gt;
&lt;br /&gt;
*'''{{l|User Documentation|Documentazione Utente}}'''&lt;br /&gt;
** {{l|Category:Manual|Manuale}}. Il manuale è un percorso, passo passo, nella procedura dettagliata agli aspetti principali di Synfig Studio e il procedimento per fare animazioni con esso. Una copia è disponibile per una consultazione non in linea su http://www.mediafire.com/?ucindxh81z8uga5&lt;br /&gt;
** {{l|Category:Tutorials|Lezioni}}. Ogni lezione è una guida indipendente che illustra come procedere per ottenere un particolare compito.&lt;br /&gt;
** {{l|Category:Reference|Riferimenti}}. Si tratta di un elenco esaustivo di tutti i singoli aspetti di Synfig (GUI [interfaccia grafica] e linea di comando). Usalo quando hai bisogno dei dettagli su un particolare aspetto del programma.&lt;br /&gt;
** {{l|Category:Glossary|Glossario}}. Alcune termini della documentazione di Synfig usano una denominazione o concetti specifici. Ricercane qui il significato.&lt;br /&gt;
*'''{{l|Developer Documentation|Documentazione Sviluppatore}}'''&lt;br /&gt;
*'''{{l|Writer Documentation|Documentazione Scrittore}}'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Progetto: ristrutturazione e aggiornamento documentazione ==&lt;br /&gt;
'''a tutti i lettori'''&lt;br /&gt;
&lt;br /&gt;
è partito un progetto per ristrutturare ed aggiornare la documentazione.&lt;br /&gt;
Vorremmo mantenere tutto aggiornato e funzionante mentre lo si modifica, ma a volte alcuni punti possono essere persi, alcuni collegamenti possono non funzionare, etc.&lt;br /&gt;
&lt;br /&gt;
Ad oggi (metà Aprile 2010) la pianificazione prevede il termine delle modifiche in 3 mesi.&lt;br /&gt;
&lt;br /&gt;
Usa la pagina &amp;quot;discussione&amp;quot; (è sufficiente selezionare l'etichetta posta in cima ad ogni pagina del wiki) poi &amp;quot;modifica&amp;quot; per informarci sui problemi con una pagina.&lt;br /&gt;
Grazie. Devi essere un'utente registrato al wiki per poter fare questo.&lt;br /&gt;
&lt;br /&gt;
Se è urgente o di grave disturbo vai anche sul Forum ed aggiungi un suggerimento con &amp;quot;post-reply&amp;quot; (Rispondi) a questo Argomento [http://synfig.org/forums/viewtopic.php?f=25&amp;amp;t=1122&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a]. Daremo priorità a quei problemi. Devi essere un'utente registrato al Forum per poter fare questo.&lt;br /&gt;
&lt;br /&gt;
Grazie per il sostegno e la pazienza.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''a tutti gli scrittori e i traduttori'''&lt;br /&gt;
&lt;br /&gt;
Leggete cortesemente i suggerimenti su {{l|Writer Documentation|Documentazione Scrittore}}.&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Doc:Animation_Basics/it&amp;diff=14713</id>
		<title>Doc:Animation Basics/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Doc:Animation_Basics/it&amp;diff=14713"/>
				<updated>2012-01-18T15:23:45Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Basi per l'Animazione}}&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Adding Layers|Aggiunta Piani}}&lt;br /&gt;
{{Category|Manual}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Basic}}&lt;br /&gt;
[[Category:Updated]]&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Introduzione ==&lt;br /&gt;
&lt;br /&gt;
Creare un'animazione in Synfig Studio è molto facile. Significa fondamentalmente modificare un disegno &amp;amp;mdash; è sufficiente creare la prima fase e ultima fase di una variazione, e Synfig si occuperà dei passi intermedi.&lt;br /&gt;
&lt;br /&gt;
Diamo un'occhiata ad un semplice esempio. Consideriamo una luce in movimento come quella della barra anteriore di Supercar. Realismo a parte, realizziamo un cerchio con movimento da sinistra a destra e ritorno. In altre parole, dobbiamo eseguire tre 'passi' o 'fasi':&lt;br /&gt;
&lt;br /&gt;
# Il cerchio è a sinistra.&lt;br /&gt;
# Il cerchio è a destra.&lt;br /&gt;
# Il cerchio è ritornato a sinistra.&lt;br /&gt;
&lt;br /&gt;
== Impostazione dell'area di lavoro ==&lt;br /&gt;
&lt;br /&gt;
Partiamo. Avvia Synfig Studio. Un nuovo file verrà automaticamente generato. Clicca il menù 'simbolo' [&amp;amp;#9658;] (tra i righelli orizzontale e verticale, nell'angolo in alto a sinistra della tela), poi seleziona {{c|Edita|Proprietà}}. Apparirà un dialogo per le proprietà della tela.&lt;br /&gt;
&lt;br /&gt;
Definisci un nome e una descrizione per la tela, poi clicca {{Literal|Applica}} (non premere ancora {{Literal|OK}} &amp;amp;mdash; non abbiamo ancora terminato con il dialogo Proprietà). Vai sull'etichetta {{Literal|Tempo}} e ricordati di editare {{Literal|Tempo Finale}}. Cambia &amp;quot;5s&amp;quot; in &amp;quot;2s&amp;quot; &amp;amp;mdash; così la tua animazione durerà 2 secondi.&lt;br /&gt;
&lt;br /&gt;
[[Image:File Properties Dialog - End Time.png|center|frame|Dialogo Proprietà Tela]]&lt;br /&gt;
&lt;br /&gt;
Ora disegna un semplice rettangolo nero che ci servirà come sfondo. Non è necessario ricopra l'intera tela. Deseleziona anche la casella {{Literal|Bassa Risoluzione}} in cima alla finestra della tela per disabilitare la modalità a bassa risoluzione - che renderà l'immagine più nitida. Solitamente, con questa opzione abilitata aumenta la velocità di visualizzazione, ma non è quello di cui abbiamo bisogno adesso.&lt;br /&gt;
&lt;br /&gt;
[[Image:synfig_tut_2.png|450px|center|thumb]]&lt;br /&gt;
&lt;br /&gt;
Ora ci serve un cerchio. Varia il colore di riempimento a rosso, e disegna un cerchio. Non importa se non è perfetto: Lo puoi modificare. Attiva lo Strumento Trasforma, e seleziona il cerchio. Si presenterà in modalità di editazine facilmente riconoscibile dal punto verde nel mezzo ed il rettangolo bianco attorno. Puoi spostare il cerchio rosso trascinandolo dal punto verde nel mezzo.&lt;br /&gt;
&lt;br /&gt;
[[Image:synfig_tut_3.png|450px|center|thumb]]&lt;br /&gt;
&lt;br /&gt;
Questi sono i primi passi per disegnare un oggetto e spostarlo, ma non è ancora un'animazione, dirai. Infatti. Vediamo come si fa.&lt;br /&gt;
&lt;br /&gt;
== Rendiamo il movimento ==&lt;br /&gt;
&lt;br /&gt;
In principio, è stato inserito un valore di 2 secondi nella finestra di dialogo Proprietà. Poiché la lunghezza della tua animazione è diversa da zero, la tua finestra tela (quella in cui si disegna) ha un cursore grigio di scorrimento del tempo in basso. È possibile fare clic su di esso, e un indicatore arancione apparirà segnando la posizione nel tempo. Prova a cliccare in diversi punti col cursore tempo e nota che il campo di immissione sulla sinistra del cursore cambia il valore del tempo in qualcosa come &amp;quot;12F&amp;quot;, &amp;quot;1s 15F&amp;quot;, ecc. È possibile impostare la tua posizione sulla barra temporale modificando i valori in quel campo. Ad esempio, se si immette &amp;quot;1s&amp;quot; e si preme ((Shortcut | Invio)), lindicatore arancione si muoverà nel bel mezzo della barra di scorrimento temporale, e digitando &amp;quot;2s&amp;quot;, si sposterà alla fine della barra. &lt;br /&gt;
&lt;br /&gt;
{{Note|Nota|Nell'ultimo caso l'indicatore diviene invisibile, poichè &amp;quot;2s&amp;quot; è giusto al confine della barra di scorrimento temporale, ma fidati &amp;amp;mdash; è lì.}}&lt;br /&gt;
Quando cambi posizione sulla barra, nulla cambia ancora sulla tela. Primo, si deve commutare su {{Literal|Modalità Edita Animazione}} Cliccando la spia verde giusto a destra della barra temporale. Nota che la tela viene bordata di rosso; questo ti ricorderà che i cabiamenti agli oggetti ora modificherà l'animazione.&lt;br /&gt;
&lt;br /&gt;
[[Image:synfig_tut_4.png|450px|center|thumb]]&lt;br /&gt;
&lt;br /&gt;
Precedentemente, sono state menzionate tre &amp;quot;fasi&amp;quot;. Queste sono rappresentate dai cosiddetti &amp;quot;{{l|Keyframe|fotogrammi chiave}}&amp;quot;. (Se hai familiarità con la codifica video: Non è la stessa cosa!) Un fotrogramma chiave è una immagine nel tempo dove succede qualcosa di significativo ai tuoi oggetti.&lt;br /&gt;
&lt;br /&gt;
Vai al pannello Fotogrammi Chiave &amp;amp;mdash; giusto clicca sull'etichetta con una piccola chiave come icona nella finestra in basso &amp;amp;mdash; potrai modificare i fotogrammi chiave. Ora premi il piccolo pulsante con il &amp;quot;più&amp;quot; e dovresti vedere una nuova riga nella lista che visualizza {{Literal|0f, 0f, (JMP)}}.&lt;br /&gt;
&lt;br /&gt;
[[Image:Keyframes Panel.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Ora vai al punto &amp;quot;1s&amp;quot; della linea temporale. Il piccolo indicatore arancio si sposterà lì. Aggiungi un'altro fotogramma chiave cliccando sul piccolo segno &amp;quot;più&amp;quot;. Ripeti l'operazione sulla barra temporale con l'indicatore su &amp;quot;2s&amp;quot; (è la fine della tua animazione). Dovresti avere tre fotogrammi chiave nella lista, ora.&lt;br /&gt;
&lt;br /&gt;
[[Image:Keyframes Panel 2.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
== s ed f: Capiamo la linea temporale ==&lt;br /&gt;
A questo punto, forse hai capito cosa indicano quei misteriosi segni &amp;quot;1s 10f&amp;quot;. Indicano un punto specifico sulla linea temporale, espresso come posizione in termini di secondi (s) e fotogrammi (f).&lt;br /&gt;
&lt;br /&gt;
Ogni secondo, in modo predefinito, è suddiviso in 24 fotogrammi, similmente ad un metro che è suddiviso in 100 centimeteri. La scala dei fotogrammi parte da (0) e arriva a 24, dopo, un muovo secondo subentra ed il conteggio dei fotogrammi riparte da 0.&lt;br /&gt;
&lt;br /&gt;
Per esempio, quando sono passati 5 secondi completi, usando questa notazione della linea temporale avremo &amp;quot;5s 3f&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Lista Fotogrammi Chiave ==&lt;br /&gt;
&lt;br /&gt;
La lista Fotogrammi Chiave pittosto facile da capire. Visualizza il {{Literal|Tempo}} che in sostanza è il tempo di partenza, {{Literal|Lunghezza}} che è autoesplicativo, {{Literal|Salto}} che verrà spiegato dopo, e {{Literal|Descrizione}} che è, nuovamente, autoesplicativo. &lt;br /&gt;
&lt;br /&gt;
Ora, forse ti starai chiedendo circa le voci {{Literal|(JMP)}} [sigla abbreviata dall'inglese Jump: Salto-Collegamento]. In realtà, questi sono i link come collegamenti web: fai clic, e l'indicatore nella barra temporale si posizionerà al posto giusto.&lt;br /&gt;
&lt;br /&gt;
Puoi usarle quasta funzione per editare un'immagine in un determinato tempo. Per esempio, puoi ora passare al primo secondo, e spostare il cerchio rosso a destra. Ecco! Hai fatto il tuo primo movimento, la prima animazione con Synfig!&lt;br /&gt;
&lt;br /&gt;
{{l|Image:synfig_tut_5.png|center|frame}}&lt;br /&gt;
&lt;br /&gt;
Ti chiedi dov'è l'animazione? Clicca in una posizione qualsiasi della barra temporale: Noterai che il cerchio rosso è in una nuova posizione, una non definita da te! Cos'è successo? Synfig ha immaginato quel che volevi fare, ovvero muovere il cerchio, ed ha disegnato tutte le immagini degli stadi intermedi. Ogni immagine verrà resa un fotogramma della tua animazione e sembrerà che il cerchio si muova.&lt;br /&gt;
&lt;br /&gt;
Nota, che non hai bisogno di andare all'ultimo fotogramma chiave &amp;quot;2s&amp;quot; e spostare il cerchio verso sinistra. I Fotogrammi Chiave fanno sì che Synfig memorizzi lo stato dell'immagine in un particolare momento. Ecco perché quando abbiamo modificato la posizione del cerchio a &amp;quot;1s&amp;quot;, rimane sulla sinistra a &amp;quot;2s&amp;quot; (nonché a &amp;quot;0s&amp;quot;). Ritornando al Pannello Parametri, e guardando il Pannello Tracce Temporali noterai che sono apparsi tre pallini verdi a destra del parametro {{Literal|Origine}}. Questi sono chiamati {{L|Waypoints|Punti di Interpolazione o Interpolazioni}} usati per indicare punti temporali nei quali i parametri dell'oggetto, quali posizione e colore, vengono aggiornati in modo da assumere i nuovi valori specificati&lt;br /&gt;
&lt;br /&gt;
[[Image:TimetrackOriginWaypoints.png|thumb|center|450px]]&lt;br /&gt;
&lt;br /&gt;
== Renderizziamo l'animazione ==&lt;br /&gt;
&lt;br /&gt;
Prima di poter vedere l'animazione è necessario renderizzare il tuo lavoro. Vi sono due modi per farlo: usando Synfig Studio (ciò che hai usato finora) o dal programma a linea di comando chiamato &amp;quot;synfig&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Proviamo il primo modo. Lascia la modalità di animazione cliccando sulla spia rossa a fianco della linea temporale, e salva il file; per esempio con nome &amp;quot;SuperCarBase.sifz&amp;quot;. Poi vai al menù della Finestra Tela ( pulsante &amp;quot;simbolo&amp;quot; [&amp;amp;#9658;] nell'angolo in alto a sinistra) e seleziona {{c|File|Renderizza}}. Salva il nome del file come &amp;quot;SuperCarBase.gif&amp;quot; nella stessa cartella di &amp;quot;SuperCarBase.sifz&amp;quot; e scegli il formato &amp;quot;gif&amp;quot; invece di &amp;quot;Auto&amp;quot;, poi clicca Renderizza. In base alla velocità del processore che usi dovrebbe metterci pochi attimi, al termine la barra di stato della finestra immagine dovrebbe indicare &amp;quot;File renderizzato con successo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:synfig_tut_6.png|618px|thumb|center|Selezione di &amp;quot;Renderizza&amp;quot; dal menù di Synfig Studio]] &lt;br /&gt;
&lt;br /&gt;
{{Note|Nota|Il formato &amp;quot;magick++&amp;quot; (se disponibile) produce file gif molto migliori che &amp;quot;gif&amp;quot; poichè può ottimizzare le tavolozze delle immagini.}}&lt;br /&gt;
Apri SuperCarBase.gif in Firefox ( che lo visualizzerà a ciclo continuo) od altra applicazione in grado di visualizzare immagini gif. Se ora vedi un cerchio rosso che si muove da sinistra a destra e ritorna a sinistra, congratulazoni! Hai appena realizzato la tua prima animazone!&lt;br /&gt;
&lt;br /&gt;
{{Note|Nota|Puoi anche vedere l'anteprima dell'animazone. Ora vai al menù della Finestra Tela ( pulsante &amp;quot;simbolo&amp;quot; [&amp;amp;#9658;] nell'angolo in alto a sinistra) e seleziona {{c|File|Anteprima}}}}&lt;br /&gt;
Se preferisci utilizzare la riga di comando invece del menu per renderizzare l'animazione, apri una finestra di terminale (su Windows, vai su {{c|Start|Esegui}}, digita {{Literal|cmd}} e premi {{Shortcut|Invio}}), spostati nella cartella dove hai salvato il file, e digita:&lt;br /&gt;
&lt;br /&gt;
 synfig -t gif SuperCarBase.sif&lt;br /&gt;
&lt;br /&gt;
Appariranno alcuni messaggi ma ora non sono importanti per noi. In base alla velocità del processore dovrebbe metterci pochi attimi, in fine apparirà un messaggio tipo:&lt;br /&gt;
&lt;br /&gt;
 SuperCarBase.sif ==&amp;gt; SuperCarBase.gif: FATTO&lt;br /&gt;
&lt;br /&gt;
Ora che ha terminato puoi vedere la tua animazione gif con Firefox o un'altro programma, come detto sopra.&lt;br /&gt;
&lt;br /&gt;
== Conclusioni ==&lt;br /&gt;
&lt;br /&gt;
Certo, variare la posizione di un oggetto non è la sola cosa fattibile con Synfig Studio. Puoi variare la dimensione, il contorno, il colore, etc. Synfig è corredato di molti file di esempio che ti permetteranno di valutare a fondo le sue possibilità.&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Main_Page/it&amp;diff=14712</id>
		<title>Main Page/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Main_Page/it&amp;diff=14712"/>
				<updated>2012-01-18T14:08:15Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Pagina Principale}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Benvenuto sul wiki di Synfig. Questo wiki è la documentazione principale per Synfig Animation Studio, un programma di animazione 2D e design. La documentazione wiki è suddivisa in tre sezioni principali: {{l|User Documentation|Documentazione Utente}} (per gli utenti del programma di animazione), {{l|Developer Documentation|Documentazione Sviluppatore}} (per le persone che sviluppano il codice del programma) e {{l|Writer Documentation|Documentazione Scrittore}} (per le persone che desiderano mantenere questo wiki aggiornato).&lt;br /&gt;
&lt;br /&gt;
Di seguito è riportato un elenco di tutti gli elementi per ciascuna categoria di documentazione.&lt;br /&gt;
&lt;br /&gt;
*'''{{l|User Documentation|Documentazione Utente}}'''&lt;br /&gt;
** {{l|Category:Manual|Manuale}}. Il manuale è un percorso, passo passo, nella procedura dettagliata agli aspetti principali di Synfig Studio e il procedimento per fare animazioni con esso. Una copia è disponibile per una consultazione non in linea su http://www.mediafire.com/?ucindxh81z8uga5&lt;br /&gt;
** {{l|Category:Tutorials|Lezioni}}. Ogni lezione è una guida indipendente che illustra come procedere per ottenere un particolare compito.&lt;br /&gt;
** {{l|Category:Reference|Riferimenti}}. Si tratta di un elenco esaustivo di tutti i singoli aspetti di Synfig (GUI [interfaccia grafica] e linea di comando). Usalo quando hai bisogno dei dettagli su un particolare aspetto del programma.&lt;br /&gt;
** {{l|Category:Glossary|Glossario}}. Alcune termini della documentazione di Synfig usano una denominazione o concetti specifici. Ricercane qui il significato.&lt;br /&gt;
*'''{{l|Developer Documentation|Documentazione Sviluppatore}}'''&lt;br /&gt;
*'''{{l|Writer Documentation|Documentazione Scrittore}}'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Progetto: ristrutturazione e aggiornamento documentazione ==&lt;br /&gt;
'''a tutti i lettori'''&lt;br /&gt;
&lt;br /&gt;
è partito un progetto per ristrutturare ed aggiornare la documentazione.&lt;br /&gt;
Vorremmo mantenere tutto aggiornato e funzionante mentre lo si modifica, ma a volte alcuni punti possono essere persi, alcuni collegamenti possono non funzionare, etc.&lt;br /&gt;
&lt;br /&gt;
Ad oggi (metà Aprile 2010) la pianificazione prevede il termine delle modifiche in 3 mesi.&lt;br /&gt;
&lt;br /&gt;
Usa la pagina &amp;quot;discussione&amp;quot; (è sufficiente selezionare l'etichetta posta in cima ad ogni pagina del wiki) poi &amp;quot;modifica&amp;quot; per informarci sui problemi con una pagina.&lt;br /&gt;
Grazie. Devi essere un'utente registrato al wiki per poter fare questo.&lt;br /&gt;
&lt;br /&gt;
Se è urgente o di grave disturbo vai anche sul Forum ed aggiungi un suggerimento con &amp;quot;post-reply&amp;quot; (Rispondi) a questo Argomento [http://synfig.org/forums/viewtopic.php?f=25&amp;amp;t=1122&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a]. Daremo priorità a quei problemi. Devi essere un'utente registrato al Forum per poter fare questo.&lt;br /&gt;
&lt;br /&gt;
Grazie per il sostegno e la pazienza.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''a tutti gli scrittori e i traduttori'''&lt;br /&gt;
&lt;br /&gt;
Leggete cortesemente i suggerimenti su {{l|Writer Documentation|Documentazione Scrittore}}.&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Gradient_Editor_Dialog/it&amp;diff=14690</id>
		<title>Gradient Editor Dialog/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Gradient_Editor_Dialog/it&amp;diff=14690"/>
				<updated>2011-11-16T12:56:36Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Editore Gradiente}}&lt;br /&gt;
{{Category|Dialogs}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
L'Editore Gradiente ha due sezioni. La parte superiore per la selezione dei colori e il livello Alfa, la parte inferiore presenta un'anteprima del gradiente. &lt;br /&gt;
&lt;br /&gt;
Appena sotto l'area di anteprima vi sono due piccoli cursori triangolari, detti CPunti, che indicano i colori iniziale e finale del gradiente.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Il CPunto attualmente selezionato viene visualizzato con un cursore triangolare bianco.  Il suo colore è mostrato in alto nella finestra di editazione. Puoi selezionare qualsiasi altro CPunto cliccando sul suo cursore per variare gli altri colori del gradiente.&lt;br /&gt;
Modificando ad esempio i canali rosso, verde e blu del CPunto a destra si può cambiare il colore finale del gradiente (preimpostato a bianco) ad un giallo scuro che ci aggrada come nell'esempio seguente.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor2.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I gradienti non sono limitati alla gestione di due colori; è possibile inserirne in base alle necessità. Per la loro aggiunta clicca semplicemente col destro sull'anteprima e seleziona &amp;quot;Inserisci CPunto&amp;quot;. Coì facendo verrà inserito un nuovo cursore nella posizione in cui avrai effettuato il clic. Puoi poi editare il colore del nuovo CPunto variando i livelli di colore e Alfa per generare un gradiente a tre colori.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor3.png ||    ||      || http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor5.png &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Qui sono stati generati un colore ciano chiaro come colore centrale. &lt;br /&gt;
Un'altra funzionalità interessante è quella di poter spostare i cursori proprio come si fa per le barre dei colori o dell canale Alfa. In questo modo si può comprimere il gradiente da una parte o dall'altra o rendere la sua concentrazione più o meno rapida tra i colori. Premendo SHIFT durante il trascinamento del CPunto non verrà oltrepassato il CPunto adiacente rendendo più facile affiancare i CPunti uno all'altro. I CPunti possono essere spostati con maggior precisione variando il campo numerico a fianco dell'anteprima. L'intervallo numerico va da 0 (a sinistra) e 1 (a destra) specificando la posizione del CPunto.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor6.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finalmente il pulsante &amp;quot;Prendi&amp;quot; copia il gradiente editato il quello predefinito della Casella Strumenti.&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
Constraining a gradient:&lt;br /&gt;
&lt;br /&gt;
By default gradient layers overwrite or flood their surroundings. The area before the beginning of the gradient and after the end of the gradient are flooded with the beginning and ending colors of the gradient. As can be seen in this image:&lt;br /&gt;
&lt;br /&gt;
http://i1134.photobucket.com/albums/m620/BentFX/Synfig/Gradient1.png&lt;br /&gt;
&lt;br /&gt;
This is by design and adds the greatest flexibility to gradient layers. To achieve a gradient which is limited by its own geometry begin and end the gradient with transparency. Such as this:&lt;br /&gt;
&lt;br /&gt;
http://i1134.photobucket.com/albums/m620/BentFX/Synfig/Gradient2.png&lt;br /&gt;
&lt;br /&gt;
This still floods the surroundings, but with a transparent flood. To create a sharp edge to the gradient the beginning and ending colors can be dragged to the ends of the gradient editor gadget. The transparency doesn't have to have any width, it just has to be defined as the beginning and the end. Or just the beginning, or just the end, it's up to you, and your situation.&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Gradient_Editor_Dialog/it&amp;diff=14589</id>
		<title>Gradient Editor Dialog/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Gradient_Editor_Dialog/it&amp;diff=14589"/>
				<updated>2011-10-19T14:51:56Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Editore Gradiente}}&lt;br /&gt;
{{Category|Dialogs}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
L'Editore Gradiente ha due sezioni. La parte superiore per la selezione dei colori e il livello Alfa, la parte inferiore presenta un'anteprima del gradiente. &lt;br /&gt;
&lt;br /&gt;
Appena sotto l'area di anteprima vi sono due piccoli cursori triangolari, detti CPunti, che indicano i colori iniziale e finale del gradiente.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Il CPunto attualmente selezionato viene visualizzato con un cursore triangolare bianco.  Il suo colore è mostrato in alto nella finestra di editazione. Puoi selezionare qualsiasi altro CPunto cliccando sul suo cursore per variare gli altri colori del gradiente.&lt;br /&gt;
Modificando ad esempio i canali rosso, verde e blu del CPunto a destra si può cambiare il colore finale del gradiente (preimpostato a bianco) ad un giallo scuro che ci aggrada come nell'esempio seguente.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor2.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I gradienti non sono limitati alla gestione di due colori; è possibile inserirne in base alle necessità. Per la loro aggiunta clicca semplicemente col destro sull'anteprima e seleziona &amp;quot;Inserisci CPunto&amp;quot;. Coì facendo verrà inserito un nuovo cursore nella posizione in cui avrai effettuato il clic. Puoi poi editare il colore del nuovo CPunto variando i livelli di colore e Alfa per generare un gradiente a tre colori.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor3.png ||    ||      || http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor5.png &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Qui sono stati generati un colore ciano chiaro come colore centrale. &lt;br /&gt;
Un'altra funzionalità interessante è quella di poter spostare i cursori proprio come si fa per le barre dei colori o dell canale Alfa. In questo modo si può comprimere il gradiente da una parte o dall'altra o rendere la sua concentrazione più o meno rapida tra i colori. Premendo SHIFT durante il trascinamento del CPunto non verrà oltrepassato il CPunto adiacente rendendo più facile affiancare i CPunti uno all'altro. I CPunti possono essere spostati con maggior precisione variando il campo numerico a fianco dell'anteprima. L'intervallo numerico va da 0 (a sinistra) e 1 (a destra) specificando la posizione del CPunto.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor6.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally the &amp;quot;Grab&amp;quot; button copies the edited gradient into the toolbox's default gradient.&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
Constraining a gradient:&lt;br /&gt;
&lt;br /&gt;
By default gradient layers overwrite or flood their surroundings. The area before the beginning of the gradient and after the end of the gradient are flooded with the beginning and ending colors of the gradient. As can be seen in this image:&lt;br /&gt;
&lt;br /&gt;
http://i1134.photobucket.com/albums/m620/BentFX/Synfig/Gradient1.png&lt;br /&gt;
&lt;br /&gt;
This is by design and adds the greatest flexibility to gradient layers. To achieve a gradient which is limited by its own geometry begin and end the gradient with transparency. Such as this:&lt;br /&gt;
&lt;br /&gt;
http://i1134.photobucket.com/albums/m620/BentFX/Synfig/Gradient2.png&lt;br /&gt;
&lt;br /&gt;
This still floods the surroundings, but with a transparent flood. To create a sharp edge to the gradient the beginning and ending colors can be dragged to the ends of the gradient editor gadget. The transparency doesn't have to have any width, it just has to be defined as the beginning and the end. Or just the beginning, or just the end, it's up to you, and your situation.&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Gradient_Editor_Dialog/it&amp;diff=14588</id>
		<title>Gradient Editor Dialog/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Gradient_Editor_Dialog/it&amp;diff=14588"/>
				<updated>2011-10-19T13:57:13Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Editore Gradiente}}&lt;br /&gt;
{{Category|Dialogs}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
L'Editore Gradiente ha due sezioni. La parte superiore per la selezione dei colori e il livello Alfa, la parte inferiore presenta un'anteprima del gradiente. &lt;br /&gt;
&lt;br /&gt;
Appena sotto l'area di anteprima vi sono due piccoli cursori triangolari, detti CPunti, che indicano i colori iniziale e finale del gradiente.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Il CPunto attualmente selezionato viene visualizzato con un cursore triangolare bianco.  Il suo colore è mostrato in alto nella finestra di editazione. Puoi selezionare qualsiasi altro CPunto cliccando sul suo cursore per variare gli altri colori del gradiente.&lt;br /&gt;
Modificando ad esempio i canali rosso, verde e blu del CPunto a destra si può cambiare il colore finale del gradiente (preimpostato a bianco) ad un giallo scuro che ci aggrada come nell'esempio seguente.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor2.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I gradienti non sono limitati alla gestione di due colori; è possibile inserirne in base alle necessità. Per la loro aggiunta clicca semplicemente col destro sull'anteprima e seleziona &amp;quot;Inserisci CPunto&amp;quot;. Coì facendo verrà inserito un nuovo cursore nella posizione in cui avrai effettuato il clic. Puoi poi editare il colore del nuovo CPunto variando i livelli di colore e Alfa per generare un gradiente a tre colori.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor3.png ||    ||      || http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor5.png &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Qui sono stati generati un colore ciano chiaro come colore centrale. &lt;br /&gt;
Un'altra funzionalità interessante è quella di poter spostare i cursori proprio come si fa per le barre dei colori o dell canale Alfa. In questo modo si può comprimere il gradiente da una parte o dall'altra o rendere la sua concentrazione più o meno rapida tra i colori. Premendo SHIFT durante il trascinamento del CPunto non verrà oltrepassato il CPunto più asiacente rendendo più facile affiancere i CPunti uno all'altro. I CPunti possono essere spostati con maggior precisione variando il campo numerico a fianco dell'anteprima. L'intervallo numerico va da 0 (a sinistra) e 1 (a destra) specificando la posizione del CPunto.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor6.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally the &amp;quot;Grab&amp;quot; button copies the edited gradient into the toolbox's default gradient.&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
Constraining a gradient:&lt;br /&gt;
&lt;br /&gt;
By default gradient layers overwrite or flood their surroundings. The area before the beginning of the gradient and after the end of the gradient are flooded with the beginning and ending colors of the gradient. As can be seen in this image:&lt;br /&gt;
&lt;br /&gt;
http://i1134.photobucket.com/albums/m620/BentFX/Synfig/Gradient1.png&lt;br /&gt;
&lt;br /&gt;
This is by design and adds the greatest flexibility to gradient layers. To achieve a gradient which is limited by its own geometry begin and end the gradient with transparency. Such as this:&lt;br /&gt;
&lt;br /&gt;
http://i1134.photobucket.com/albums/m620/BentFX/Synfig/Gradient2.png&lt;br /&gt;
&lt;br /&gt;
This still floods the surroundings, but with a transparent flood. To create a sharp edge to the gradient the beginning and ending colors can be dragged to the ends of the gradient editor gadget. The transparency doesn't have to have any width, it just has to be defined as the beginning and the end. Or just the beginning, or just the end, it's up to you, and your situation.&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Category:Manual/it&amp;diff=14587</id>
		<title>Category:Manual/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Category:Manual/it&amp;diff=14587"/>
				<updated>2011-10-19T10:55:32Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Title|Manuale}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Pages in this category should be listed in specific order. So let's place them here manually: --&amp;gt;&lt;br /&gt;
* '''Introduzione'''&lt;br /&gt;
** {{L|Doc:Overview/it|Panoramica}} &lt;br /&gt;
&amp;lt;!-- TODO: Change to {{L|Doc:Overview}} and rename page accordingly! --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ** {{L|Doc:Installation/it|Installazione}} --&amp;gt;&lt;br /&gt;
* '''Approfondiamo'''&lt;br /&gt;
** {{L|Doc:Getting Started/it|Per Iniziare}}&lt;br /&gt;
** {{L|Doc:Animation Basics/it|Basi per l'Animazione}}&lt;br /&gt;
** {{L|Doc:Adding Layers/it|Aggiunta Piani}}&lt;br /&gt;
** {{L|Doc:Creating Shapes/it|Generazione Forme}}&lt;br /&gt;
** {{L|Doc:Flower Animation/it|Animazione di un Fiore}}&lt;br /&gt;
* '''Interfacce'''&lt;br /&gt;
** {{L|Doc:Quick Overview/it|Rapida Panoramica}}&lt;br /&gt;
** {{L|Doc:Interface/it|Interfaccia}}&lt;br /&gt;
* '''Importazione Immagini'''&lt;br /&gt;
** {{L|Doc:Gimp2synfig/it|Importazione da GIMP }}&lt;br /&gt;
** {{L|Doc:Svg2synfig/it|Importazione di SVG}}&lt;br /&gt;
** {{L|Doc:ListImporter/it|Importazione Liste }} (per sequenze di immagini)&lt;br /&gt;
* '''Generazione Immagini'''&lt;br /&gt;
** {{L|BLine Tool/it|Strumento BLinea}}&lt;br /&gt;
** {{L|Outline Layer/it|Livello Contorno}}&lt;br /&gt;
** {{L|Region Layer/it|Livello Regione}}&lt;br /&gt;
** {{L|Color_Editor_Dialog/it|Gestore Colore}}&lt;br /&gt;
** {{L|Draw Tool/it|Strumento Disegna}}&lt;br /&gt;
** {{L|Width Tool/it|Strumento Ampiezza}}&lt;br /&gt;
** {{L|Paste Canvas Layer/it|Livello Incolla Tela}}&lt;br /&gt;
** {{L|Children Lock/it|Blocco Figli}}&lt;br /&gt;
** {{L|Gradient Tool/it|Strumento Gradiente}}&lt;br /&gt;
** {{L|Gradient_Editor_Dialog/it|Editore Gradiente}}&lt;br /&gt;
** {{L|Blend Method}} ???&lt;br /&gt;
** {{L|Doc:Basic Masking|Masking}}&lt;br /&gt;
* '''Collegamento Dati'''&lt;br /&gt;
** {{L|Linking}}&lt;br /&gt;
** {{L|Export}}&lt;br /&gt;
** {{L|Convert}}&lt;br /&gt;
** {{L|Sewing_BLines}}&lt;br /&gt;
** {{L|Link to BLine}}&lt;br /&gt;
** {{L|ValueNodes}}&lt;br /&gt;
** {{L|Reuse_Exported_ValueNodes}}&lt;br /&gt;
** {{L|Switching_Scenes}}&lt;br /&gt;
* '''Advanced ...'''&lt;br /&gt;
** {{L|Slideshow_Tutorial|Slideshows}}&lt;br /&gt;
** {{L|Snowflake_with_the_Duplicate_Layer|Duplicate Layer}}&lt;br /&gt;
** {{L|Doc:Brushes}}&lt;br /&gt;
* '''Animation'''&lt;br /&gt;
** {{L|Keyframe}}&lt;br /&gt;
** {{L|Timetrack_Panel}}&lt;br /&gt;
** {{L|Waypoint}}&lt;br /&gt;
** {{L|Doc:Reuse Animations}}&lt;br /&gt;
** {{L|Lock_Keyframes}}&lt;br /&gt;
** {{L|Toggle_Onion_Skin|Onion Skin}}&lt;br /&gt;
** {{L|Doc:Following a BLine}}&lt;br /&gt;
** {{L|Z_Depth_Parameter|Z-Depth}}&lt;br /&gt;
** {{L|Time_Loop_Layer}}&lt;br /&gt;
** {{L|Doc:Rescale Animations}}&lt;br /&gt;
** {{L|Time_Offset_Parameter}}&lt;br /&gt;
* '''Animation Techniques'''&lt;br /&gt;
** {{L|Walk_Cycle|Morphing}}&lt;br /&gt;
** {{L|Doc:Cut-out Animation|Cut-out}}&lt;br /&gt;
* '''Output'''&lt;br /&gt;
** {{L|Preview}}&lt;br /&gt;
** {{L|Render_options}}&lt;br /&gt;
** {{L|Render dialog}}&lt;br /&gt;
** {{L|Sif2svg|SVG export}}&lt;br /&gt;
* '''Configuring Synfig'''&lt;br /&gt;
** {{L|Setup_Dialog}}&lt;br /&gt;
** {{L|Unit System}}&lt;br /&gt;
** {{L|Image_Dimensions}}&lt;br /&gt;
** {{L|Canvas_Properties_Dialog|Canvas Properties}}&lt;br /&gt;
** {{L|Environment_Variables}}&lt;br /&gt;
* '''Appendix'''&lt;br /&gt;
** {{L|Doc:Synfig Studio vs Synfig}}&lt;br /&gt;
** {{L|Doc:Synfig CLI Syntax}}&lt;br /&gt;
** {{L|Doc:Build Instructions}}&lt;br /&gt;
** {{L|Doc:How Do I}}&lt;br /&gt;
** {{L|FAQ}}&lt;br /&gt;
** {{L|Window_Manager_Hints}} (merge to FAQ?)&lt;br /&gt;
** {{L|Keyboard Shortcuts}}&lt;br /&gt;
** {{L|Mouse_Shortcuts}}&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Gradient_Editor_Dialog/it&amp;diff=14586</id>
		<title>Gradient Editor Dialog/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Gradient_Editor_Dialog/it&amp;diff=14586"/>
				<updated>2011-10-19T10:53:47Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Editore Gradiente}}&lt;br /&gt;
{{Category|Dialogs}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
L'Editore Gradiente ha due sezioni. La parte superiore per la selezione dei colori e il livello Alfa, la parte inferiore presenta un'anteprima del gradiente. &lt;br /&gt;
&lt;br /&gt;
Appena sotto l'area di anteprima vi sono due piccoli cursori triangolari, detti CPunti, che indicano i colori iniziale e finale del gradiente.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Il CPunto attualmente selezionato viene visualizzato con un cursore triangolare bianco.  Il suo colore è mostrato in alto nella finestra di editazione. Puoi selezionare qualsiasi altro CPunto cliccando sul suo cursore per variare gli altri colori del gradiente.&lt;br /&gt;
Modificando ad esempio i canali rosso, verde e blu del CPunto a destra si può cambiare il colore finale del gradiente (preimpostato a bianco) ad un giallo scuro che ci aggrada come nell'esempio seguente.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor2.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gradients are not limited to two colors; you can have as many colors as you want in the gradient. To do that you just need to right click into the gradient preview and select &amp;quot;Insert CPoint&amp;quot;. With this you'll insert a new triangle in the place where you made the right click. Then you can edit that color with the color and alpha sliders and create a tricolor gradient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor3.png ||    ||      || http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor5.png &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here I've created some sort of transparent light cyan for the central color. &lt;br /&gt;
Another cool feature is that you can slide the triangles just like you slide the color or alpha bars. With this you can compress the gradient to one or to other side or make its falling more quick or slow between colors. If you press SHIFT key meanwhile the CPoint is being dragged it doesn't pass the closest CPpoint it finds so it makes easier to stack CPoints one over other. CPoints can be moved more precisely by editing the numerical field just about the gradient's preview.  This is a number between 0 (left edge) and 1 (right edge) specifying the selected CPoint's position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor6.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally the &amp;quot;Grab&amp;quot; button copies the edited gradient into the toolbox's default gradient.&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
Constraining a gradient:&lt;br /&gt;
&lt;br /&gt;
By default gradient layers overwrite or flood their surroundings. The area before the beginning of the gradient and after the end of the gradient are flooded with the beginning and ending colors of the gradient. As can be seen in this image:&lt;br /&gt;
&lt;br /&gt;
http://i1134.photobucket.com/albums/m620/BentFX/Synfig/Gradient1.png&lt;br /&gt;
&lt;br /&gt;
This is by design and adds the greatest flexibility to gradient layers. To achieve a gradient which is limited by its own geometry begin and end the gradient with transparency. Such as this:&lt;br /&gt;
&lt;br /&gt;
http://i1134.photobucket.com/albums/m620/BentFX/Synfig/Gradient2.png&lt;br /&gt;
&lt;br /&gt;
This still floods the surroundings, but with a transparent flood. To create a sharp edge to the gradient the beginning and ending colors can be dragged to the ends of the gradient editor gadget. The transparency doesn't have to have any width, it just has to be defined as the beginning and the end. Or just the beginning, or just the end, it's up to you, and your situation.&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Gradient_Editor_Dialog/it&amp;diff=14585</id>
		<title>Gradient Editor Dialog/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Gradient_Editor_Dialog/it&amp;diff=14585"/>
				<updated>2011-10-19T10:01:05Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: Created page with &amp;quot;&amp;lt;!-- Page info --&amp;gt; {{Title|Gradient Dialog}} {{Category|Dialogs}} &amp;lt;!-- Page info end --&amp;gt;  The Gradient Editor Dialog has two sections. The top part is for selecting the colors an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Gradient Dialog}}&lt;br /&gt;
{{Category|Dialogs}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Gradient Editor Dialog has two sections. The top part is for selecting the colors and alpha level and the lower part contains a preview of the gradient. &lt;br /&gt;
&lt;br /&gt;
Just below the preview area there are two small triangles, called CPoints, that denote the initial and final colors of the gradient.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The currently selected CPoint is displayed as a white triangle.  Its color is shown in the top part of the dialog for editing. You can select any of the other CPoints by clicking on their triangles to edit the other colors of the gradient.&lt;br /&gt;
For example by modifying the red, green and blue channels of the CPoint on the right hand side you can change the final color of your gradient (preset to white) to a nice dark yellow like in the following example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor2.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gradients are not limited to two colors; you can have as many colors as you want in the gradient. To do that you just need to right click into the gradient preview and select &amp;quot;Insert CPoint&amp;quot;. With this you'll insert a new triangle in the place where you made the right click. Then you can edit that color with the color and alpha sliders and create a tricolor gradient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor3.png ||    ||      || http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor5.png &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here I've created some sort of transparent light cyan for the central color. &lt;br /&gt;
Another cool feature is that you can slide the triangles just like you slide the color or alpha bars. With this you can compress the gradient to one or to other side or make its falling more quick or slow between colors. If you press SHIFT key meanwhile the CPoint is being dragged it doesn't pass the closest CPpoint it finds so it makes easier to stack CPoints one over other. CPoints can be moved more precisely by editing the numerical field just about the gradient's preview.  This is a number between 0 (left edge) and 1 (right edge) specifying the selected CPoint's position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://i85.photobucket.com/albums/k74/Genete/synfig/GradientEditor6.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally the &amp;quot;Grab&amp;quot; button copies the edited gradient into the toolbox's default gradient.&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
Constraining a gradient:&lt;br /&gt;
&lt;br /&gt;
By default gradient layers overwrite or flood their surroundings. The area before the beginning of the gradient and after the end of the gradient are flooded with the beginning and ending colors of the gradient. As can be seen in this image:&lt;br /&gt;
&lt;br /&gt;
http://i1134.photobucket.com/albums/m620/BentFX/Synfig/Gradient1.png&lt;br /&gt;
&lt;br /&gt;
This is by design and adds the greatest flexibility to gradient layers. To achieve a gradient which is limited by its own geometry begin and end the gradient with transparency. Such as this:&lt;br /&gt;
&lt;br /&gt;
http://i1134.photobucket.com/albums/m620/BentFX/Synfig/Gradient2.png&lt;br /&gt;
&lt;br /&gt;
This still floods the surroundings, but with a transparent flood. To create a sharp edge to the gradient the beginning and ending colors can be dragged to the ends of the gradient editor gadget. The transparency doesn't have to have any width, it just has to be defined as the beginning and the end. Or just the beginning, or just the end, it's up to you, and your situation.&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Category:Manual/it&amp;diff=14584</id>
		<title>Category:Manual/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Category:Manual/it&amp;diff=14584"/>
				<updated>2011-10-19T09:59:10Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Title|Manuale}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Pages in this category should be listed in specific order. So let's place them here manually: --&amp;gt;&lt;br /&gt;
* '''Introduzione'''&lt;br /&gt;
** {{L|Doc:Overview/it|Panoramica}} &lt;br /&gt;
&amp;lt;!-- TODO: Change to {{L|Doc:Overview}} and rename page accordingly! --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ** {{L|Doc:Installation/it|Installazione}} --&amp;gt;&lt;br /&gt;
* '''Approfondiamo'''&lt;br /&gt;
** {{L|Doc:Getting Started/it|Per Iniziare}}&lt;br /&gt;
** {{L|Doc:Animation Basics/it|Basi per l'Animazione}}&lt;br /&gt;
** {{L|Doc:Adding Layers/it|Aggiunta Piani}}&lt;br /&gt;
** {{L|Doc:Creating Shapes/it|Generazione Forme}}&lt;br /&gt;
** {{L|Doc:Flower Animation/it|Animazione di un Fiore}}&lt;br /&gt;
* '''Interfacce'''&lt;br /&gt;
** {{L|Doc:Quick Overview/it|Rapida Panoramica}}&lt;br /&gt;
** {{L|Doc:Interface/it|Interfaccia}}&lt;br /&gt;
* '''Importazione Immagini'''&lt;br /&gt;
** {{L|Doc:Gimp2synfig/it|Importazione da GIMP }}&lt;br /&gt;
** {{L|Doc:Svg2synfig/it|Importazione di SVG}}&lt;br /&gt;
** {{L|Doc:ListImporter/it|Importazione Liste }} (per sequenze di immagini)&lt;br /&gt;
* '''Generazione Immagini'''&lt;br /&gt;
** {{L|BLine Tool/it|Strumento BLinea}}&lt;br /&gt;
** {{L|Outline Layer/it|Livello Contorno}}&lt;br /&gt;
** {{L|Region Layer/it|Livello Regione}}&lt;br /&gt;
** {{L|Color_Editor_Dialog/it|Gestore Colore}}&lt;br /&gt;
** {{L|Draw Tool/it|Strumento Disegna}}&lt;br /&gt;
** {{L|Width Tool/it|Strumento Ampiezza}}&lt;br /&gt;
** {{L|Paste Canvas Layer/it|Livello Incolla Tela}}&lt;br /&gt;
** {{L|Children Lock/it|Blocco Figli}}&lt;br /&gt;
** {{L|Gradient Tool/it|Strumento Gradiente}}&lt;br /&gt;
** {{L|Gradient_Editor_Dialog/it|Editore del Gradiente}}&lt;br /&gt;
** {{L|Blend Method}} ???&lt;br /&gt;
** {{L|Doc:Basic Masking|Masking}}&lt;br /&gt;
* '''Collegamento Dati'''&lt;br /&gt;
** {{L|Linking}}&lt;br /&gt;
** {{L|Export}}&lt;br /&gt;
** {{L|Convert}}&lt;br /&gt;
** {{L|Sewing_BLines}}&lt;br /&gt;
** {{L|Link to BLine}}&lt;br /&gt;
** {{L|ValueNodes}}&lt;br /&gt;
** {{L|Reuse_Exported_ValueNodes}}&lt;br /&gt;
** {{L|Switching_Scenes}}&lt;br /&gt;
* '''Advanced ...'''&lt;br /&gt;
** {{L|Slideshow_Tutorial|Slideshows}}&lt;br /&gt;
** {{L|Snowflake_with_the_Duplicate_Layer|Duplicate Layer}}&lt;br /&gt;
** {{L|Doc:Brushes}}&lt;br /&gt;
* '''Animation'''&lt;br /&gt;
** {{L|Keyframe}}&lt;br /&gt;
** {{L|Timetrack_Panel}}&lt;br /&gt;
** {{L|Waypoint}}&lt;br /&gt;
** {{L|Doc:Reuse Animations}}&lt;br /&gt;
** {{L|Lock_Keyframes}}&lt;br /&gt;
** {{L|Toggle_Onion_Skin|Onion Skin}}&lt;br /&gt;
** {{L|Doc:Following a BLine}}&lt;br /&gt;
** {{L|Z_Depth_Parameter|Z-Depth}}&lt;br /&gt;
** {{L|Time_Loop_Layer}}&lt;br /&gt;
** {{L|Doc:Rescale Animations}}&lt;br /&gt;
** {{L|Time_Offset_Parameter}}&lt;br /&gt;
* '''Animation Techniques'''&lt;br /&gt;
** {{L|Walk_Cycle|Morphing}}&lt;br /&gt;
** {{L|Doc:Cut-out Animation|Cut-out}}&lt;br /&gt;
* '''Output'''&lt;br /&gt;
** {{L|Preview}}&lt;br /&gt;
** {{L|Render_options}}&lt;br /&gt;
** {{L|Render dialog}}&lt;br /&gt;
** {{L|Sif2svg|SVG export}}&lt;br /&gt;
* '''Configuring Synfig'''&lt;br /&gt;
** {{L|Setup_Dialog}}&lt;br /&gt;
** {{L|Unit System}}&lt;br /&gt;
** {{L|Image_Dimensions}}&lt;br /&gt;
** {{L|Canvas_Properties_Dialog|Canvas Properties}}&lt;br /&gt;
** {{L|Environment_Variables}}&lt;br /&gt;
* '''Appendix'''&lt;br /&gt;
** {{L|Doc:Synfig Studio vs Synfig}}&lt;br /&gt;
** {{L|Doc:Synfig CLI Syntax}}&lt;br /&gt;
** {{L|Doc:Build Instructions}}&lt;br /&gt;
** {{L|Doc:How Do I}}&lt;br /&gt;
** {{L|FAQ}}&lt;br /&gt;
** {{L|Window_Manager_Hints}} (merge to FAQ?)&lt;br /&gt;
** {{L|Keyboard Shortcuts}}&lt;br /&gt;
** {{L|Mouse_Shortcuts}}&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Category:Manual/it&amp;diff=14583</id>
		<title>Category:Manual/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Category:Manual/it&amp;diff=14583"/>
				<updated>2011-10-19T09:58:20Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Title|Manuale}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Pages in this category should be listed in specific order. So let's place them here manually: --&amp;gt;&lt;br /&gt;
* '''Introduzione'''&lt;br /&gt;
** {{L|Doc:Overview/it|Panoramica}} &lt;br /&gt;
&amp;lt;!-- TODO: Change to {{L|Doc:Overview}} and rename page accordingly! --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ** {{L|Doc:Installation/it|Installazione}} --&amp;gt;&lt;br /&gt;
* '''Approfondiamo'''&lt;br /&gt;
** {{L|Doc:Getting Started/it|Per Iniziare}}&lt;br /&gt;
** {{L|Doc:Animation Basics/it|Basi per l'Animazione}}&lt;br /&gt;
** {{L|Doc:Adding Layers/it|Aggiunta Piani}}&lt;br /&gt;
** {{L|Doc:Creating Shapes/it|Generazione Forme}}&lt;br /&gt;
** {{L|Doc:Flower Animation/it|Animazione di un Fiore}}&lt;br /&gt;
* '''Interfacce'''&lt;br /&gt;
** {{L|Doc:Quick Overview/it|Rapida Panoramica}}&lt;br /&gt;
** {{L|Doc:Interface/it|Interfaccia}}&lt;br /&gt;
* '''Importazione Immagini'''&lt;br /&gt;
** {{L|Doc:Gimp2synfig/it|Importazione da GIMP }}&lt;br /&gt;
** {{L|Doc:Svg2synfig/it|Importazione di SVG}}&lt;br /&gt;
** {{L|Doc:ListImporter/it|Importazione Liste }} (per sequenze di immagini)&lt;br /&gt;
* '''Generazione Immagini'''&lt;br /&gt;
** {{L|BLine Tool/it|Strumento BLinea}}&lt;br /&gt;
** {{L|Outline Layer/it|Livello Contorno}}&lt;br /&gt;
** {{L|Region Layer/it|Livello Regione}}&lt;br /&gt;
** {{L|Color_Editor_Dialog/it|Gestore Colore}}&lt;br /&gt;
** {{L|Draw Tool/it|Strumento Disegna}}&lt;br /&gt;
** {{L|Width Tool/it|Strumento Ampiezza}}&lt;br /&gt;
** {{L|Paste Canvas Layer/it|Livello Incolla Tela}}&lt;br /&gt;
** {{L|Children Lock/it|Blocco Figli}}&lt;br /&gt;
** {{L|Gradient Tool/it|Strumento Gradiente}}&lt;br /&gt;
** {{L|Gradient_Editor_Dialog|Editore del Gradiente}}&lt;br /&gt;
** {{L|Blend Method}} ???&lt;br /&gt;
** {{L|Doc:Basic Masking|Masking}}&lt;br /&gt;
* '''Collegamento Dati'''&lt;br /&gt;
** {{L|Linking}}&lt;br /&gt;
** {{L|Export}}&lt;br /&gt;
** {{L|Convert}}&lt;br /&gt;
** {{L|Sewing_BLines}}&lt;br /&gt;
** {{L|Link to BLine}}&lt;br /&gt;
** {{L|ValueNodes}}&lt;br /&gt;
** {{L|Reuse_Exported_ValueNodes}}&lt;br /&gt;
** {{L|Switching_Scenes}}&lt;br /&gt;
* '''Advanced ...'''&lt;br /&gt;
** {{L|Slideshow_Tutorial|Slideshows}}&lt;br /&gt;
** {{L|Snowflake_with_the_Duplicate_Layer|Duplicate Layer}}&lt;br /&gt;
** {{L|Doc:Brushes}}&lt;br /&gt;
* '''Animation'''&lt;br /&gt;
** {{L|Keyframe}}&lt;br /&gt;
** {{L|Timetrack_Panel}}&lt;br /&gt;
** {{L|Waypoint}}&lt;br /&gt;
** {{L|Doc:Reuse Animations}}&lt;br /&gt;
** {{L|Lock_Keyframes}}&lt;br /&gt;
** {{L|Toggle_Onion_Skin|Onion Skin}}&lt;br /&gt;
** {{L|Doc:Following a BLine}}&lt;br /&gt;
** {{L|Z_Depth_Parameter|Z-Depth}}&lt;br /&gt;
** {{L|Time_Loop_Layer}}&lt;br /&gt;
** {{L|Doc:Rescale Animations}}&lt;br /&gt;
** {{L|Time_Offset_Parameter}}&lt;br /&gt;
* '''Animation Techniques'''&lt;br /&gt;
** {{L|Walk_Cycle|Morphing}}&lt;br /&gt;
** {{L|Doc:Cut-out Animation|Cut-out}}&lt;br /&gt;
* '''Output'''&lt;br /&gt;
** {{L|Preview}}&lt;br /&gt;
** {{L|Render_options}}&lt;br /&gt;
** {{L|Render dialog}}&lt;br /&gt;
** {{L|Sif2svg|SVG export}}&lt;br /&gt;
* '''Configuring Synfig'''&lt;br /&gt;
** {{L|Setup_Dialog}}&lt;br /&gt;
** {{L|Unit System}}&lt;br /&gt;
** {{L|Image_Dimensions}}&lt;br /&gt;
** {{L|Canvas_Properties_Dialog|Canvas Properties}}&lt;br /&gt;
** {{L|Environment_Variables}}&lt;br /&gt;
* '''Appendix'''&lt;br /&gt;
** {{L|Doc:Synfig Studio vs Synfig}}&lt;br /&gt;
** {{L|Doc:Synfig CLI Syntax}}&lt;br /&gt;
** {{L|Doc:Build Instructions}}&lt;br /&gt;
** {{L|Doc:How Do I}}&lt;br /&gt;
** {{L|FAQ}}&lt;br /&gt;
** {{L|Window_Manager_Hints}} (merge to FAQ?)&lt;br /&gt;
** {{L|Keyboard Shortcuts}}&lt;br /&gt;
** {{L|Mouse_Shortcuts}}&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Gradient_Tool/it&amp;diff=14582</id>
		<title>Gradient Tool/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Gradient_Tool/it&amp;diff=14582"/>
				<updated>2011-10-19T09:06:50Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Strumento Gradiente}}&lt;br /&gt;
{{Category|Tools}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
{{l|Image:gradient_icon.png|64px}} &amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;'''ALT-G'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lo Strumento Gradiente viene usato per generare transizioni graduali tra due o più colori in un oggetto.&lt;br /&gt;
&lt;br /&gt;
Quando si seleziona lo Strumento Gradiente, il {{l|Tool Options Panel|Pannello Opzioni Strumento}} mostrerà le opzioni per lo Strumento Gradiente.&lt;br /&gt;
&lt;br /&gt;
{{l|Image:Gradient_options.png}}&lt;br /&gt;
&lt;br /&gt;
Questo ti permette di:&lt;br /&gt;
#Impostare un nome per il livello che stai generando.&lt;br /&gt;
#Scegliere il tipo di gradiente da generare (Lineare, Radiale, Conico, Spirale) tramite menù contestuale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTA: Il nome del livello può essere cambiato in seguito tramite il {{l|Layers Panel|Pannello Livelli}} o il {{l|Params Panel|Pannello Parametri}}, se necessario, ma il tipo di gradiente deve essere scelto ora.  &lt;br /&gt;
&lt;br /&gt;
Un aiuto per modificare i colori sfumati si veda la sezione {{l|Gradient Editor Dialog|Dialogo Editore Gradiente}}.&lt;br /&gt;
&lt;br /&gt;
Vi sono 4 tipi di gradienti:&lt;br /&gt;
* {{l|Linear Gradient Layer|Lineare}} - Questo genera una semplice transizione in linea retta. Imposta i colori di primo piano e di sfondo. Fai clic dove desideri che il gradiente inizi, e trascina sino a dove vuoi che finisca. Il gradiente verrà creato perpendicolare alla linea trascinata. In qualsiasi momento è possibile modificare il gradiente muovendo la maniglia finale in qualsiasi direzione. Devi usare lo {{l|Normal Tool|Strumento Normale}} per poter manipolare la maniglia finale.&lt;br /&gt;
{{l|Image:Linear_gradient.png}}&lt;br /&gt;
* {{l|Radial Gradient Layer|Radiale}} - Questo genera una transizione circolare dei colori che parte dal centro. Click where you want the center of the circles to be, and drag to set the radius of the transition. Use the Clicca dove desideri il centro dei cerchi, e trascina per impostare il raggio della transizione. Usa lo {{l|Normal Tool|Strumento Normale}} per variare la posizione (centro), o il raggio (estensione superficie), del Gradiente Radiale.&lt;br /&gt;
{{l|Image:Radial_gradient.png|228px}}&lt;br /&gt;
* {{l|Conical Gradient Layer|Conico}} - Questo tipo di gradiente genera una transizione come la vista dall'alto di un cono. Il gradiente è lungo l'arco di cerchio al centro e va in tutte le direzioni. Cliccare per impostare il centro, e trascinare per indicare la direzione in cui i colori di primo piano e di sfondo devono procedere. Successivamente, usa lo {{l|Normal Tool|Strumento Normale}}. La maniglia centrale può essere modificata per variare il centro del gradiente. L'altra maniglia regola la diresione del gradiente.&lt;br /&gt;
{{l|Image:Conical_gradient.png}}&lt;br /&gt;
* {{l|Spiral Gradient Layer|Spirale}} - Questo genera un gradiente a spirale.  Cliccare per impostare il centro della spirale e trascina per impostarnee il passo. Per rieditare successivamente i parametri, usa lo {{l|Normal Tool|Strumento Normale}}. &lt;br /&gt;
{{l|Image:Spiral_gradient.png}}&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Gradient_Tool/it&amp;diff=14581</id>
		<title>Gradient Tool/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Gradient_Tool/it&amp;diff=14581"/>
				<updated>2011-10-19T08:09:17Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Strumento Gradiente}}&lt;br /&gt;
{{Category|Tools}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
{{l|Image:gradient_icon.png|64px}} &amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;'''ALT-G'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lo Strumento Gradiente viene usato per generare transizioni graduali tra due o più colori in un oggetto.&lt;br /&gt;
&lt;br /&gt;
Quando si seleziona lo Strumento Gradiente, il {{l|Tool Options Panel|Pannello Opzioni Strumento}} mostrerà le opzioni per lo Strumento Gradiente.&lt;br /&gt;
&lt;br /&gt;
{{l|Image:Gradient_options.png}}&lt;br /&gt;
&lt;br /&gt;
Questo ti permette di:&lt;br /&gt;
#Impostare un nome per il livello che stai generando.&lt;br /&gt;
#Scegliere il tipo di gradiente da generare (Lineare, Radiale, Conico, Spirale) tramite menù contestuale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTA: Il nome del livello può essere cambiato in seguito tramite il {{l|Layers Panel|Pannello Livelli}} o il {{l|Params Panel|Pannello Parametri}}, se necessario, ma il tipo di gradiente deve essere scelto ora.  &lt;br /&gt;
&lt;br /&gt;
Un aiuto per modificare i colori sfumati si veda la sezione {{l|Gradient Editor Dialog|Dialogo Editore Gradiente}}.&lt;br /&gt;
&lt;br /&gt;
Vi sono 4 tipi di gradienti:&lt;br /&gt;
* {{l|Linear Gradient Layer/it|Lineare}} - Questo produce una semplice transizione in linea retta. Imposta i colori di primo piano e di sfondo. Fai clic dove desideri che il gradiente inizi, e trascina sino a dove vuoi che finisca. Il gradiente verrà creato perpendicolare alla linea trascinata. In qualsiasi momento è possibile modificare il gradiente muovendo la maniglia finale in qualsiasi direzione. Devi usare lo {{l|Normal Tool|Strumento Normale}} per poter manipolare la maniglia finale.&lt;br /&gt;
{{l|Image:Linear_gradient.png}}&lt;br /&gt;
* {{l|Radial Gradient Layer|Radial}} - This produces circular colors with the transition being at the center of those circles. Click where you want the center of the circles to be, and drag to set the radius of the transition. Use the {{l|Normal Tool}} to edit the position (center endpoint), or the radius (surface endpoint), of the radial gradient.&lt;br /&gt;
{{l|Image:Radial_gradient.png|228px}}&lt;br /&gt;
* {{l|Conical Gradient Layer|Conical}} - This has the appearance of looking down on a tip of a cone. The gradient is along the circular arc of the center and goes in all directions.  Click to set the center, and drag to indicate the direction in which the foreground and background colors should go. To edit afterwards, use the {{l|Normal Tool}}. The center endpoint can be adjusted to move the center of the gradient. The other endpoint adjusts the direction of the gradient.&lt;br /&gt;
{{l|Image:Conical_gradient.png}}&lt;br /&gt;
* {{l|Spiral Gradient Layer|Spiral}} - This produces a spiral gradient.  Click to set the center of the spiral and drag to set the 'tightness'. To edit afterwards, use the {{l|Normal Tool}}. &lt;br /&gt;
{{l|Image:Spiral_gradient.png}}&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Gradient_Tool/it&amp;diff=14580</id>
		<title>Gradient Tool/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Gradient_Tool/it&amp;diff=14580"/>
				<updated>2011-10-19T07:48:51Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: Created page with &amp;quot;&amp;lt;!-- Page info --&amp;gt; {{Title|Gradient Tool}} {{Category|Tools}} &amp;lt;!-- Page info end --&amp;gt; {{l|Image:gradient_icon.png|64px}} &amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;'''ALT-G'''&amp;lt;/span&amp;gt;  The Gradi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Gradient Tool}}&lt;br /&gt;
{{Category|Tools}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
{{l|Image:gradient_icon.png|64px}} &amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;'''ALT-G'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Gradient Tool is used to create smooth transitions between two or more colors in an object.&lt;br /&gt;
&lt;br /&gt;
When you select the Gradient Tool, the {{l|Tool Options Panel}} will show the options for the Gradient Tool.&lt;br /&gt;
&lt;br /&gt;
{{l|Image:Gradient_options.png}}&lt;br /&gt;
&lt;br /&gt;
These allow you to:&lt;br /&gt;
#Set a name for the layer you are about to create,&lt;br /&gt;
#Choose the type of gradient to create (Linear, Radial, Conical, Spiral) via the dropdown menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: The name of the layer can always be changed later via the {{l|Layers Panel}} or the {{l|Params Panel}} if necessary, but the type of gradient needs to be chosen now.  &lt;br /&gt;
&lt;br /&gt;
For help with editing gradient colors see the section on {{l|Gradient Editor Dialog}}.&lt;br /&gt;
&lt;br /&gt;
There are 4 types of gradients:&lt;br /&gt;
* {{l|Linear Gradient Layer|Linear}} - This produces a simple transition in a straight line. Set your foreground and background colors. Click where you want the gradient to begin, and drag to where you want the transition to end.  The gradient will be created perpendicular to the line you drag out. At any time, you can edit the gradient by moving either endpoint in any direction. You must use the {{l|Normal Tool}} to be able to edit the endpoints.&lt;br /&gt;
{{l|Image:Linear_gradient.png}}&lt;br /&gt;
* {{l|Radial Gradient Layer|Radial}} - This produces circular colors with the transition being at the center of those circles. Click where you want the center of the circles to be, and drag to set the radius of the transition. Use the {{l|Normal Tool}} to edit the position (center endpoint), or the radius (surface endpoint), of the radial gradient.&lt;br /&gt;
{{l|Image:Radial_gradient.png|228px}}&lt;br /&gt;
* {{l|Conical Gradient Layer|Conical}} - This has the appearance of looking down on a tip of a cone. The gradient is along the circular arc of the center and goes in all directions.  Click to set the center, and drag to indicate the direction in which the foreground and background colors should go. To edit afterwards, use the {{l|Normal Tool}}. The center endpoint can be adjusted to move the center of the gradient. The other endpoint adjusts the direction of the gradient.&lt;br /&gt;
{{l|Image:Conical_gradient.png}}&lt;br /&gt;
* {{l|Spiral Gradient Layer|Spiral}} - This produces a spiral gradient.  Click to set the center of the spiral and drag to set the 'tightness'. To edit afterwards, use the {{l|Normal Tool}}. &lt;br /&gt;
{{l|Image:Spiral_gradient.png}}&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Category:Manual/it&amp;diff=14579</id>
		<title>Category:Manual/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Category:Manual/it&amp;diff=14579"/>
				<updated>2011-10-19T07:47:01Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Title|Manuale}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Pages in this category should be listed in specific order. So let's place them here manually: --&amp;gt;&lt;br /&gt;
* '''Introduzione'''&lt;br /&gt;
** {{L|Doc:Overview/it|Panoramica}} &lt;br /&gt;
&amp;lt;!-- TODO: Change to {{L|Doc:Overview}} and rename page accordingly! --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ** {{L|Doc:Installation/it|Installazione}} --&amp;gt;&lt;br /&gt;
* '''Approfondiamo'''&lt;br /&gt;
** {{L|Doc:Getting Started/it|Per Iniziare}}&lt;br /&gt;
** {{L|Doc:Animation Basics/it|Basi per l'Animazione}}&lt;br /&gt;
** {{L|Doc:Adding Layers/it|Aggiunta Piani}}&lt;br /&gt;
** {{L|Doc:Creating Shapes/it|Generazione Forme}}&lt;br /&gt;
** {{L|Doc:Flower Animation/it|Animazione di un Fiore}}&lt;br /&gt;
* '''Interfacce'''&lt;br /&gt;
** {{L|Doc:Quick Overview/it|Rapida Panoramica}}&lt;br /&gt;
** {{L|Doc:Interface/it|Interfaccia}}&lt;br /&gt;
* '''Importazione Immagini'''&lt;br /&gt;
** {{L|Doc:Gimp2synfig/it|Importazione da GIMP }}&lt;br /&gt;
** {{L|Doc:Svg2synfig/it|Importazione di SVG}}&lt;br /&gt;
** {{L|Doc:ListImporter/it|Importazione Liste }} (per sequenze di immagini)&lt;br /&gt;
* '''Generazione Immagini'''&lt;br /&gt;
** {{L|BLine Tool/it|Strumento BLinea}}&lt;br /&gt;
** {{L|Outline Layer/it|Livello Contorno}}&lt;br /&gt;
** {{L|Region Layer/it|Livello Regione}}&lt;br /&gt;
** {{L|Color_Editor_Dialog/it|Gestore Colore}}&lt;br /&gt;
** {{L|Draw Tool/it|Strumento Disegna}}&lt;br /&gt;
** {{L|Width Tool/it|Strumento Ampiezza}}&lt;br /&gt;
** {{L|Paste Canvas Layer/it|Livello Incolla Tela}}&lt;br /&gt;
** {{L|Children Lock/it|Blocco Figli}}&lt;br /&gt;
** {{L|Gradient Tool/it|Strumento Gradiente}}&lt;br /&gt;
** {{L|Gradient_Editor_Dialog|Gradient Editor}}&lt;br /&gt;
** {{L|Blend Method}} ???&lt;br /&gt;
** {{L|Doc:Basic Masking|Masking}}&lt;br /&gt;
* '''Collegamento Dati'''&lt;br /&gt;
** {{L|Linking}}&lt;br /&gt;
** {{L|Export}}&lt;br /&gt;
** {{L|Convert}}&lt;br /&gt;
** {{L|Sewing_BLines}}&lt;br /&gt;
** {{L|Link to BLine}}&lt;br /&gt;
** {{L|ValueNodes}}&lt;br /&gt;
** {{L|Reuse_Exported_ValueNodes}}&lt;br /&gt;
** {{L|Switching_Scenes}}&lt;br /&gt;
* '''Advanced ...'''&lt;br /&gt;
** {{L|Slideshow_Tutorial|Slideshows}}&lt;br /&gt;
** {{L|Snowflake_with_the_Duplicate_Layer|Duplicate Layer}}&lt;br /&gt;
** {{L|Doc:Brushes}}&lt;br /&gt;
* '''Animation'''&lt;br /&gt;
** {{L|Keyframe}}&lt;br /&gt;
** {{L|Timetrack_Panel}}&lt;br /&gt;
** {{L|Waypoint}}&lt;br /&gt;
** {{L|Doc:Reuse Animations}}&lt;br /&gt;
** {{L|Lock_Keyframes}}&lt;br /&gt;
** {{L|Toggle_Onion_Skin|Onion Skin}}&lt;br /&gt;
** {{L|Doc:Following a BLine}}&lt;br /&gt;
** {{L|Z_Depth_Parameter|Z-Depth}}&lt;br /&gt;
** {{L|Time_Loop_Layer}}&lt;br /&gt;
** {{L|Doc:Rescale Animations}}&lt;br /&gt;
** {{L|Time_Offset_Parameter}}&lt;br /&gt;
* '''Animation Techniques'''&lt;br /&gt;
** {{L|Walk_Cycle|Morphing}}&lt;br /&gt;
** {{L|Doc:Cut-out Animation|Cut-out}}&lt;br /&gt;
* '''Output'''&lt;br /&gt;
** {{L|Preview}}&lt;br /&gt;
** {{L|Render_options}}&lt;br /&gt;
** {{L|Render dialog}}&lt;br /&gt;
** {{L|Sif2svg|SVG export}}&lt;br /&gt;
* '''Configuring Synfig'''&lt;br /&gt;
** {{L|Setup_Dialog}}&lt;br /&gt;
** {{L|Unit System}}&lt;br /&gt;
** {{L|Image_Dimensions}}&lt;br /&gt;
** {{L|Canvas_Properties_Dialog|Canvas Properties}}&lt;br /&gt;
** {{L|Environment_Variables}}&lt;br /&gt;
* '''Appendix'''&lt;br /&gt;
** {{L|Doc:Synfig Studio vs Synfig}}&lt;br /&gt;
** {{L|Doc:Synfig CLI Syntax}}&lt;br /&gt;
** {{L|Doc:Build Instructions}}&lt;br /&gt;
** {{L|Doc:How Do I}}&lt;br /&gt;
** {{L|FAQ}}&lt;br /&gt;
** {{L|Window_Manager_Hints}} (merge to FAQ?)&lt;br /&gt;
** {{L|Keyboard Shortcuts}}&lt;br /&gt;
** {{L|Mouse_Shortcuts}}&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Children_Lock/it&amp;diff=14578</id>
		<title>Children Lock/it</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Children_Lock/it&amp;diff=14578"/>
				<updated>2011-10-19T07:35:37Z</updated>
		
		<summary type="html">&lt;p&gt;Bottye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Blocco Figli}}&lt;br /&gt;
{{Category|Parameters}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Il parametro &amp;quot;Blocco Figli&amp;quot; è un valore booleano, presente in tutti i livelli {{l|Paste Canvas Layer|Incolla Tela}}.  Questi sono quelli generati quando incapsuli un gruppo di livelli.&lt;br /&gt;
&lt;br /&gt;
Se il parametro &amp;quot;Blocco Figli&amp;quot; è attivato:&lt;br /&gt;
&lt;br /&gt;
* Se clicchi su un livello incapsulato nella finestra dell'area di lavoro, il livello Incolla Tela verrà selezionato, piuttosto che sul livello che clicchi.  Per esempio, disegni un contorno, e poi lo incapsuli.  Come predefinito il blocco figli è disattivo, e cliccando sul contorno nell'area di lavoro verrà selezionato il livello contorno. Con il &amp;quot;Blocco Figli&amp;quot; attivo invece, verrà selezionato il livello di incapsualmento.&lt;br /&gt;
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* Il clic destro sul livello di incapsulazione propone un menu contestuale con 'Seleziona Tutti i Livelli Figlio', che ricorsivamente seleziona tutti i livelli sotto quello corrente. Se il &amp;quot;Blocco Figli&amp;quot; viene attivato per tutti i livelli di incapsulazione della gerarchia, vengono bloccati i livelli interni a quello di incapsulazione selezionati tramite questa operazione.&lt;br /&gt;
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* Premendo Control+A per evidenziare tutte le maniglie nei livelli attualmente scelti, verranno selezionate le maniglie di posizione dei livelli di incapsulazione dei figli bloccati, mentre non lo saranno quelli non bloccati.&lt;br /&gt;
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L'effetto di questi tre comportamenti è per considerare un livello di incapsulamento agendo come se fosse un livello primitivo, nascondendo i dettagli del suo contenuto dalla selezione o manipolazione.&lt;/div&gt;</summary>
		<author><name>Bottye</name></author>	</entry>

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