Parametrul pentru amestecarea culorilor

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< Blend Method Parameter
Revision as of 10:32, 7 May 2012 by Ed62 (Talk | contribs) (Straight Onto)

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Exista mai multe metode de compozitie pentru straturile din Synfig. (What compositing/blending is.)

In descrierile de mai jos, 'A' se refera la culoarea de pe stratul cu setarea metodei de amestecare, iar 'B' se refera la culoarea straturilor de dedesubt. Retineti ca in majoritatea straturilor, canalul alfa pentru culoare va avea un efect de redimensionare in amestecul de culoare. Parametrul 'amount' va avea si el un efect de redimensionare. In descrierile de mai jos nu a mai fost amintit acest lucru.

In exemplele care urmeaza, a fost amestecata o tranzitie de culoare de la negru la alb la transparent (A) cu stratul de dedesubt - inline canvas in care este Tux, toate pe un fundal transparent (B).

A) straight.png & B) synfigtux.png

Metodele valabile pentru amestec sunt:

Composite

Aceasta metoda de amestec este optiunea implicita si afiseaza continutul stratului. Acest mod de umplere este similar cu modul de amestec pe straturi Normal Mode, intalnit adesea in programele 2D.

straight.png + synfigtux.png = composite.png

Straight

Aceasta metoda de amestec pare asemanatoare cu cea dinainte, cu exceptia faptului ca obiectele de sub obiectul straight devin invizibile. Deci daca exista obiecte mai mult sau mai putin transparente pe stratul Straight mode, obiectele de pe straturile de dedesubt nu vor fi afisate.

Mai precis, culoarea rezultata este "(A-B)*amount + B". Deci daca valoarea parametrului "amount" este 1, rezultatul este A, iar daca valoarea este 0, rezultatul este B. In particular, daca valoarea "amount" este 1 iar A capata o culoare foarte transparenta, culoarea rezultata va fi deasemenea A; chiar daca A este foarte transparent, nu vor fi folosite deloc culorile din B.

straight.png + synfigtux.png = straight.png

Onto

Daca un strat este setat la metoda de amestec Onto, doar partile de pe strat care se afla peste o zona netransparenta vor fi vizibile.

Mai precis: totul este asemanator metodei de amestecare Composite cu exceptia faptului ca transparenta culorii rezultate este setata sa fie aceeasi cu nivelul de transparenta a stratului B.

straight.png + synfigtux.png = onto.png

Straight Onto

Aceast ametoda este o combinatie a celor doua metode de mai sus. Adica, daca un obiect semitransparent este setat la Straight Onto, acesta va fi vizibil doar cand se afla peste o zona non-transparenta, iar partea non-transparenta de sub acel obiect nu va fi vizibila.

Mai precis: culoarea rezultata este "(X-B)*amount + B" unde X este A, dar cu transparenta setata la transparenta A ori transparenta B.

Deci daca "amount" este 1, rezultatul este A, dar cu transparenta multuplicata cu cea a lui B, iar daca "amount" este 0, rezultatul este B. In particular, daca "amount" este 1 si A este o culoare foarte transparenta, culoarea rezultata va fi o versiune mai transparenta a lui A; chiar daca A este foarte transparent, B nu se vede deloc.

(Yuck. Are these 'precisely' comments useful?)[Yes!]

straight.png + synfigtux.png = straightonto.png

Behind

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 "Shade" effect layer, to make a drop-shadow effect.

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.

straight.png + synfigtux.png = behind.png

Screen

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.

straight.png + synfigtux.png = screen.png

Overlay

This is similar to PhotoShop - layer blend mode Overlay Mode

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(!)

Any idea what that is aiming to do? Or what the layer does in this PhotoShop program? 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

straight.png + synfigtux.png = overlay.png

Hard Light

This is similar to PhotoShop - layer blend mode Hard Light Mode

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.

Is this aiming to make bright colours brighter and dark colours darker?

straight.png + synfigtux.png = hardlight.png

Multiply

This is similar to PhotoShop - layer blend mode Multiply Mode

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.

straight.png + synfigtux.png = multiply.png

Divide

Describe me

Precisely: the resulting color is (((B/A)-B)*amount)+B.

When amount is 0, this becomes simply B.

When amount is 1, this becomes B/A.

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.

straight.png + synfigtux.png = divide.png

Add

Describe me

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.

straight.png + synfigtux.png = add.png

Subtract

Describe me

Precisely: the resulting colour is (B-A). The calculation is performed independently on red, green, and blue components.

straight.png + synfigtux.png = subtract.png

Difference

Describe me

Precisely: the resulting colour is the absolute value of (B-A). The calculation is performed independently on red, green, and blue components.

straight.png + synfigtux.png = difference.png

Brighten

Describe me

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.

straight.png + synfigtux.png = brighten.png

Darken

Describe me

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.

straight.png + synfigtux.png = darken.png

Color

Describe me

Precisely: the resulting colour is obtained by adjusting B to have the same U and V values as A, while keeping Y the same.

straight.png + synfigtux.png = color.png

As this example looks just like the saturation one, perhaps a yellow gradient instead of a white one would be more illustrative

yellowgradient.png + synfigtux.png = coloryg.png

Hue

Describe me

Precisely: the resulting colour is obtained by adjusting B to have the same hue as A.

straight.png + synfigtux.png = hue.png

Saturation

Describe me

Precisely: the resulting colour is obtained by adjusting B to have the same saturation as A. Saturation is the magnitude of the UV vector.

straight.png + synfigtux.png = saturation.png

As this example is so similar to the 'Color' blend example, here it is with a yellow gradient -

yellowgradient.png + synfigtux.png = saturationyg.png

Luminance

Describe me

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.

straight.png + synfigtux.png = luminance.png

Alpha over

Describe me

straight.png + synfigtux.png = alphaover.png


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