Documentation→Reference→Layers→Mapping
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Blending affects how the layer is placed on the previous ones. |
The mix amount defines how much the layer is blended in. A value of 0 makes the layer invisible, while 1 makes it opaque.
The blend mode defines how the two layers are blended. Given the RGBA values of both layers, what formula does it use to create the end result.
MixJust uses standard alpha blending. |
AddAdds the two colors together. |
SubtractSubtracts the new color from the previous color. |
MultiplyMultiplies the two colors together. |
DivideDivides the previous color by the new color. Note: Divide can be a bit unruly due to things like dividing by 0. Anything divided by black is a NaN, which different computers handle differently, so watch out! - A common fix is to either add an Math/Add effect, or a Math/Clamp effect to avoid 0s. So yeah: in the example image I used a Math/Add effect set to 1. |
LightenChooses the lighter of the previous color and the new color. |
DarkenChooses the darker of the previous color and the new color. |
Normals MixOverlays two normal maps together, then normalizes. Note: In the example image I went ahead and added a Conversion/Height to Normals effect to both layers before blending them - the blend mode won't make them normal maps itself! |
DotDoes a greyscale thing...although technically it multiplies the two layers together, adds the RGB colors together and then sets all the color channels to the result. |
The alpha mode changes how the layer affects the underlying transparency.
BlendBlend simply lays on top, always heading towards full opacity. |
Blend InsideBlend Inside blends within the bounds of the existing transparency. |
EraseErase...erases. |
ReplaceReplace completely replaces the transparency channel, setting it to the new layer's transparency. |
Masks are a way to restrict the effects of the layer to a certain area; you can create masks in the Masks section.
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