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Blending mode reference
All
blending modes described in this section are available for blending
between layers. Some of these options are available for paint strokes,
layer styles, and effects.
For in-depth information about
the concepts and algorithms behind these blending modes as implemented
in several Adobe applications, see the PDF reference material on the Adobe
website.
The blending mode menu is subdivided into eight
categories based on similarities between the results of the blending
modes. The category names do not appear in the interface; the categories
are simply separated by dividing lines in the menu.
- Normal category
- Normal, Dissolve, Dancing Dissolve. The result color of a
pixel is not affected by the color of the underlying pixel unless
Opacity is less than 100% for the source layer. The Dissolve blending
modes turn some of the pixels of the source layer transparent.
- Subtractive category
- Darken, Multiply, Color Burn, Classic Color Burn, Linear Burn,
Darker Color. These blending modes tend to darken colors, some by
mixing colors in much the same way as mixing colored pigments in
paint.
- Additive category
- Add, Lighten, Screen, Color Dodge, Classic Color Dodge, Linear
Dodge, Lighter Color. These blending modes tend to lighten colors,
some by mixing colors in much the same way as mixing projected light.
- Complex category
- Overlay, Soft Light, Hard Light, Linear Light, Vivid Light,
Pin Light, Hard Mix. These blending modes perform different operations
on the source and underlying colors depending on whether one of
the colors is lighter than 50% gray.
- Difference category
- Difference, Classic Difference, Exclusion. These blending modes
create colors based on the differences between the values of the
source color and the underlying color.
- HSL category
- Hue, Saturation, Color, Luminosity. These blending modes transfer
one or more of the components of the HSL representation of color
(hue, saturation, and luminosity) from the underlying color to the
result color.
- Matte category
- Stencil Alpha, Stencil Luma, Silhouette Alpha, Silhouette
Luma. These blending modes essentially convert the source layer
into a matte for all underlying layers.
The stencil and silhouette blending modes
use either the alpha channel or luma values of a layer to affect
the alpha channel of all layers beneath the layer. Using these blending
modes differs from using a track matte, which affects only one layer.
Stencil modes cut through all layers, so that you can, for example,
show multiple layers through the alpha channel of the stencil layer.
Silhouette modes block out all layers below the layer with the blending
mode applied, so you can cut a hole through several layers at once.
To keep the silhouette and stencil blending modes from cutting through
or blocking all layers underneath, precompose the layers that you
want to affect and nest them in your composition.
 Stencil (left) shows all layers below the stencil layer through
the frame of the alpha channel of the stencil layer; silhouette
(right) cuts a hole through all layers below the silhouette layer. - Utility category
- Alpha Add, Luminescent Premul. These blending modes serve specialized
utility functions.
Blending mode gallery
 underlying layer
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 source layer
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 Normal
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 Dissolve
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 Dancing Dissolve
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 Darken
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 Multiply
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 Color Burn
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 Classic Color Burn
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 Linear Burn
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 Darker Color
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 Add
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 Lighten
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 Screen
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 Color Dodge
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 Classic Color Dodge
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 Linear Dodge
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 Lighter Color
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 Overlay
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 Soft Light
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 Hard Light
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 Linear Light
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 Vivid Light
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 Pin Light
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 Hard Mix
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 Difference
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 Classic Difference
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 Exclusion
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 Hue
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 Saturation
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 Color
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 Luminosity
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 Stencil Alpha
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 Stencil Luma
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 Silhouette Alpha
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 Silhouette Luma
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 Alpha Add
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 Luminescent Premul
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Blending mode descriptionsIn the following descriptions, these terms
are used:
The source color is the color
of the layer or paint stroke to which the blending mode is applied.
The underlying color is the color of the composited
layers below the source layer or paint stroke in the layer stacking
order in the Timeline panel.
The result color is the output of the blending
operation; the color of the composite.
- Normal
- The result color is the source color. This mode ignores the
underlying color. Normal is the default mode.
- Dissolve
- The result color for each pixel is either the source color
or the underlying color. The probability that the result color is
the source color depends on the opacity of the source. If opacity
of the source is 100%, then the result color is the source color.
If opacity of the source is 0%, then the result color is the underlying
color. Dissolve and Dancing Dissolve do not work on 3D layers.
- Dancing Dissolve
- Same as Dissolve, except that the probability function is recalculated
for each frame, so the result varies over time.
- Darken
- Each result color channel value is the lower (darker) of
the source color channel value and the corresponding underlying
color channel value.
- Multiply
- For each color channel, multiplies source color channel value
with underlying color channel value and divides by maximum value
for 8-bpc, 16-bpc, or 32-bpc pixels, depending on the color depth
of the project. The result color is never brighter than the original.
If either input color is black, the result color is black. If either
input color is white, the result color is the other input color.
This blending mode simulates drawing with multiple marking pens
on paper or placing multiple gels in front of a light. When blending
with a color other than black or white, each layer or paint stroke
with this blending mode results in a darker color.
- Color Burn
- The result color is a darkening of the source color to reflect
the underlying layer color by increasing the contrast. Pure white
in the original layer does not change the underlying color.
- Classic Color Burn
- The Color Burn mode from After Effects 5.0 and earlier, renamed
Classic Color Burn. Use it to preserve compatibility with older
projects; otherwise, use Color Burn.
- Linear Burn
- The result color is a darkening of the source color to reflect
the underlying color. Pure white produces no change.
- Darker Color
- Each result pixel is the color of darker of the source color
value and the corresponding underlying color value. Darker Color
is similar to Darken, but Darker Color does not operate on individual
color channels.
- Add
- Each result color channel value is the sum of the corresponding
color channel values of the source color and underlying color. The
result color is never darker than either input color.
- Lighten
- Each result color channel value is the higher (lighter) of
the source color channel value and the corresponding underlying
color channel value.
- Screen
- Multiplies the complements of the channel values, and then
takes the complement of the result. The result color is never darker
than either input color. Using the Screen mode is similar to projecting
multiple photographic slides simultaneously onto a single screen.
- Color Dodge
- The result color is a lightening of the source color to reflect
the underlying layer color by decreasing the contrast. If the source
color is pure black, the result color is the underlying color.
- Classic Color Dodge
- The Color Dodge mode from After Effects 5.0 and earlier, renamed
Classic Color Dodge. Use it to preserve compatibility with older projects;
otherwise, use Color Dodge.
- Linear Dodge
- The result color is a lightening of the source color to reflect
the underlying color by increasing the brightness. If the source
color is pure black, the result color is the underlying color.
- Lighter Color
- Each result pixel is the color of lighter of the source color
value and the corresponding underlying color value. Lighter Color
is similar to Lighten, but Lighter Color does not operate on individual
color channels.
- Overlay
- Multiplies or screens the input color channel values, depending
on whether or not the underlying color is lighter than 50% gray.
The result preserves highlights and shadows in the underlying layer.
- Soft Light
- Darkens or lightens the color channel values of the underlying
layer, depending on the source color. The result is similar to shining
a diffused spotlight on the underlying layer. For each color channel
value, if the source color is lighter than 50% gray, the result
color is lighter than the underlying color, as if dodged. If the
source color is darker than 50% gray, the result color is darker
than the underlying color, as if burned. A layer with pure black
or white becomes markedly darker or lighter, but does not become
pure black or white.
- Hard Light
- Multiplies or screens the input color channel value, depending
on the original source color. The result is similar to shining a
harsh spotlight on the layer. For each color channel value, if the
underlying color is lighter than 50% gray, the layer lightens as
if it were screened. If the underlying color is darker than 50%
gray, the layer darkens as if it were multiplied. This mode is useful
for creating the appearance of shadows on a layer.
- Linear Light
- Burns or dodges the colors by decreasing or increasing the brightness,
depending on the underlying color. If the underlying color is lighter than
50% gray, the layer is lightened because the brightness is increased.
If the underlying color is darker than 50% gray, the layer is darkened
because the brightness is decreased.
- Vivid Light
- Burns or dodges the colors by increasing or decreasing the
contrast, depending on the underlying color. If the underlying color
is lighter than 50% gray, the layer is lightened because the contrast
is decreased. If the underlying color is darker than 50% gray, the
layer is darkened because the contrast is increased.
- Pin Light
- Replaces the colors, depending on the underlying color. If
the underlying color is lighter than 50% gray, pixels darker than
the underlying color are replaced, and pixels lighter than the underlying
color do not change. If the underlying color is darker than 50%
gray, pixels lighter than the underlying color are replaced, and
pixels darker than the underlying color do not change.
- Hard Mix
- Enhances the contrast of the underlying layer that is visible
beneath a mask on the source layer. The mask size determines the
contrasted area; the inverted source layer determines the center
of the contrasted area.
- Difference
- For each color channel, subtracts the darker of the input
values from the lighter. Painting with white inverts the backdrop
color; painting with black produces no change.
 If
you have two layers with an identical visual element that you want
to align, place one layer on top of the other and set the blending
mode of the top layer to Difference. Then, you can move one layer
or the other until the pixels of the visual element that you want
to line up are all black—meaning that the differences between the
pixels are zero and therefore the elements are stacked exactly on
top of one another. - Classic Difference
- The Difference mode from After Effects 5.0 and earlier, renamed
Classic Difference. Use it to preserve compatibility with older
projects; otherwise, use Difference.
- Exclusion
- Creates a result similar to but lower in contrast than the
Difference mode. If the source color is white, the result color
is the complement of the underlying color. If the source color is
black, the result color is the underlying color.
- Hue
- Result color has luminosity and saturation of the underlying
color, and the hue of the source color.
- Saturation
- Result color has luminosity and hue of the underlying color,
and the saturation of the source color.
- Color
- Result color has luminosity of the underlying color, and
hue and saturation of the source color. This blending mode preserves
the gray levels in the underlying color. This blending mode is useful
for coloring grayscale images and for tinting color images.
- Luminosity
- Result color has hue and saturation of the underlying color,
and luminosity of the source color. This mode is the opposite of
the Color mode.
- Stencil Alpha
- Creates a stencil using the alpha channel of the layer.
- Stencil Luma
- Creates a stencil using the luma values of the layer. The
lighter pixels of the layer are more opaque than the darker pixels.
- Silhouette Alpha
- Creates a silhouette using the alpha channel of the layer.
- Silhouette Luma
- Creates a silhouette using the luma values of the layer.
Creates transparency in painted areas of the layer, allowing you
to see underlying layers or background. The luminance value of the
blend color determines opacity in the result color. The lighter
pixels of the source cause more transparency than the darker pixels.
Painting with pure white creates 0% opacity. Painting with pure black
produces no change.
- Alpha Add
- Composites layers normally, but adds complementary alpha channels
to create a seamless area of transparency. Useful for removing visible edges
from two alpha channels that are inverted relative to each other
or from the alpha channel edges of two touching layers that are
being animated.
Note: Sometimes, when layers are aligned edge-to-edge,
seams can appear between the layers. This is especially an issue
with 3D layers that are joined to one another at the edges to build
a 3D object. When the edges of a layer are anti-aliased, there's some
partial transparency at the edges. When two areas of 50% transparency overlap,
the result is not 100% opacity but 75% opacity, because the default operation
is multiplication. (50% of the light gets through one layer, and
then 50% of the remainder gets through the next layer, so 25% gets
through the system.) This is like partial transparency in the real
world. But, in some cases, you don't want this default blending.
You want the two 50% opacity areas to combine to make a seamless,
opaque join. You want the alpha values to be added. In these cases,
use the Alpha Add blending mode.
- Luminescent Premul
- Prevents clipping of color values that exceed the alpha channel
value after compositing by adding them to the composition. Useful
for compositing rendered lens or light effects (such as lens flare)
from footage with premultiplied alpha channels. May also improve
results when compositing footage from matting software from other
manufacturers. When applying this mode, you may get the best results
by changing interpretation of the premultiplied-alpha source footage
to straight alpha.
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