混合模式(Blending Mode)

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.

混合模式的菜单基于混合结果之间的相似性被细分为8个类别,类别名称不会显示在界面中,而是通过菜单中的分割线进行简单划分。

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.

正常类别

正常、溶解、动态溶解。像素的结果颜色不会影响下方的图层,除非源图层不透明度小于100%。溶解模式会使源图层的一些像素变透明。

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.

减少类别

变暗、正片叠底、颜色加深、经典颜色加深、线性加深、变暗。这些混合模式会使颜色变暗,其中一些混合颜色的方式与绘画中混合颜料的方式相同。

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.

增加类别

相加、变亮、滤色、颜色减淡、经典颜色减淡、线性减淡、浅色。这些混合模式会使颜色变亮,其中一些混合颜色的方式与投影灯的混合模式相同。

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.

复合类别

叠加、柔光、强光、线性光,亮光、点光、纯色混合。这些混合模式会在源图层与下方图层表现出不同的效果,取决于图层中的颜色是否要亮于50%的灰色。

Difference category

Difference, Classic Difference, Exclusion, Subtract, Divide. These blending modes create colors based on the differences between the values of the source color and the underlying color.

差值类别

差值、经典差值、排除、相减、相除。这些混合模式基于源图层与下方图层颜色的差值生成颜色。

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.

色相、饱和度、亮度类别

色相、饱和度、颜色、亮度。这些混合模式可改变一个或多个HSL颜色表现的部分(色相、饱和度、亮度)从下方图层颜色到结果颜色。

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.

遮罩类别

模板Alpha,模板亮度,轮廓Alpha,轮廓亮度。这些混合模式从根本上将源图层转变为遮罩,以便下方图层使用。

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.

模板类混合模式和轮廓类混合模式通过使用一个图层alpha通道或者亮度值来影响下方所有图层的alpha通道。使用这些混合模式不同于使用轨道蒙版,后者只影响一个图层,而模板模式会影响所有图层,这样你就可以通过模板图层的alpha通道来展示多个图层。轮廓模式会遮盖住添加了此种混合模式图层下面所有的图层,这样你就可以立即在多个图层上剪出一个洞。为了防止这两种混合模式穿过或阻挡下方的所有图层,在你想生效的图层上预合成或者将合成嵌套。

Blending mode descriptions

混合模式描述

Normal:The result color is the source color. This mode ignores the underlying color. Normal is the default mode.

正常:结果颜色即源颜色,这个模式会忽略下层颜色,正常是默认模式。

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.

溶解:结果颜色的每个像素为源图层颜色或下层颜色。结果颜色显示为源图层的可能性取决于源图层的不透明度。如果源图层的不透明度是100%,结果颜色就是源图层的颜色,如果源图层不透明度是0,结果颜色就是下层颜色。溶解和抖动溶解无法在3D图层下工作。

Dancing Dissolve:Same as Dissolve, except that the probability function is recalculated for each frame, so the result varies over time.

抖动溶解:与溶解相同,区别在于概率函数每一帧都要重新计算,所以结果随着时间变化而变化。

Darken:Each result color channel value is the lower (darker) of the source color channel value and the corresponding underlying color channel value.

变暗:每一个结果颜色的通道数值是通过选择源颜色通道数值与相应的下层颜色通道数值较暗的那一个。

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 paintstroke with this blending mode results in a darker color.

相乘(正片叠底):将源颜色通道中的每一个颜色通道数值乘以与之对应的下层颜色通道数值,并且根据工程的颜色位深除以8位、16位、32位像素的最大的数值。得到的结果永远不会亮于原始颜色。如果插入的颜色为黑色,结果也是黑色,如果插入的颜色为白色,结果为其他所插入的颜色。这种混合模式用来模拟用多个马克笔在纸上绘图或者将多个滤光板放置在光线前,当与除了黑白两种颜色混合时,每一个带有此混合模式的图层会有更深的颜色。

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.

颜色加深:结果颜色是将源颜色变暗,以通过增加对比度来反映基础图层颜色。原始图层中的纯白色不会更改下层图层颜色。

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.

经典颜色加深:After Effects 5.0 和更低版本中的“颜色加深”模式已重命名为“经典颜色加深”。使用它可保持与早期工程的兼容性;也可使用“颜色加深”。

Linear Burn:The result color is a darkening of the source color to reflect the underlying color. Pure white produces no change.

线性加深:结果颜色是源颜色变暗以反映基础颜色。纯白色不会生成任何变化。

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.

深色:每个结果像素是源颜色值和相应的基础颜色值中的较深颜色。“深色”类似于“变暗”,但是“深色”不对各个颜色通道执行操作。

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.

相加:每个结果颜色通道值是源颜色和基础颜色的相应颜色通道值的和。结果颜色绝不会比任一输入颜色深。

Lighten:Each result color channel value is the higher (lighter) of the source color channel value and the corresponding underlying color channel value.

变亮:每个结果颜色通道值是源颜色通道值和相应的基础颜色通道值中的较高者(较亮者)。

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.

滤色:乘以通道值的补色,然后获取结果的补色。结果颜色绝不会比任一输入颜色深。使用“滤色”模式类似于同时将多个照片幻灯片投影到单个屏幕上。

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.

颜色减淡:结果颜色是源颜色变亮,以通过减小对比度来反映基础图层颜色。如果源颜色是纯黑色,则结果颜色是基础颜色。

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.

经典颜色减淡:After Effects 5.0 和更低版本中的“颜色减淡”模式已重命名为“经典颜色减淡”。使用它可保持与早期项目的兼容性;也可使用“颜色减淡”。

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.

线性减淡:结果颜色是源颜色变亮,以通过增加亮度来反映基础颜色。如果源颜色是纯黑色,则结果颜色是基础颜色。

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.

浅色:每个结果像素是源颜色值和相应的基础颜色值中的较亮颜色。“浅色”类似于“变亮”,但是“浅色”不对各个颜色通道执行操作。

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.

叠加:将输入颜色通道值相乘或对其进行滤色,具体取决于基础颜色是否比 50% 灰色浅。结果保留基础图层中的高光和阴影。

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.

柔光使基础图层的颜色通道值变暗或变亮,具体取决于源颜色。结果类似于漫射聚光灯照在基础图层上。对于每个颜色通道值,如果源颜色比 50%灰色浅,则结果颜色比基础颜色浅,就好像减淡一样。如果源颜色比 50% 灰色深,则结果颜色比基础颜色深,就好像加深一样。具有纯黑色或白色的图层明显变暗或变亮,但是没有变成纯黑色或白色。

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.

强光:将输入颜色通道值相乘或对其进行滤色,具体取决于原始源颜色。结果类似于耀眼的聚光灯照在图层上。对于每个颜色通道值,如果基础颜色比50% 灰色浅,则图层变亮,就好像被滤色一样。如果基础颜色比 50% 灰色深,则图层变暗,就好像被相乘一样。此模式用于在图层上创建阴影外观。

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.

线性光:通过减小或增加亮度来加深或减淡颜色,具体取决于基础颜色。如果基础颜色比 50% 灰色浅,则图层变亮,因为亮度增加。如果基础颜色比50% 灰色深,则图层变暗,因为亮度减小。

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.

亮光通过增加或减小对比度来加深或减淡颜色,具体取决于基础颜色。如果基础颜色比 50% 灰色浅,则图层变亮,因为对比度减小。如果基础颜色比 50% 灰色深,则图层变暗,因为对比度增加。

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.

点光根据基础颜色替换颜色。如果基础颜色比 50% 灰色浅,则替换比基础颜色深的像素,而不改变比基础颜色浅的像素。如果基础颜色比 50% 灰色深,则替换比基础颜色浅的像素,而不改变比基础颜色深的像素。

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.

纯色混合:提高源图层上蒙版下面的可见基础图层的对比度。蒙版大小确定对比区域;反转的源图层确定对比区域的中心。

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.

差值:对于每个颜色通道,从浅色输入值中减去深色输入值。使用白色绘画会反转背景颜色;使用黑色绘画不会生成任何变化。如果要对齐两个图层中的相同视觉元素,请将一个图层放置在另一个图层上面,并将顶端图层的混合模式设置为“差值”。然后,您可以移动一个图层或另一个图层,直到要排列的视觉元素的像素都是黑色,这意味着像素之间的差值是零,因此一个元素完全堆积在另一个元素上面。

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.

经典差值:After Effects 5.0 和更低版本中的“差值”模式已重命名为“经典差值”。使用它可保持与早期项目的兼容性;也可使用“差值”。

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.

排除:创建与“差值”模式相似但对比度更低的结果。如果源颜色是白色,则结果颜色是基础颜色的补色。如果源颜色是黑色,则结果颜色是基础颜色。

Subtract:Subtracts the source color from the underlying color. If the source color is black, the result color is the underlying color. Result color values can be less than 0 in 32-bpc projects.

相减:从基础颜色中减去源颜色。如果源颜色是黑色,则结果颜色是基础颜色。在 32-bpc 项目中,结果颜色值可以小于 0。

Divide:Divides underlying color by source color. If the source color is white, the result color is the underlying color. Result color values can be greater than 1.0 in 32-bpc projects.

相除:基础颜色除以源颜色。如果源颜色是白色,则结果颜色是基础颜色。在 32-bpc 项目中,结果颜色值可以大于 1.0。

Hue:Result color has luminosity and saturation of the underlying color, and the hue of the source color.

色相:结果颜色具有基础颜色的发光度和饱和度以及源颜色的色相。

Saturation:Result color has luminosity and hue of the underlying color, and the saturation of the source color.

饱和度:结果颜色具有基础颜色的发光度和色相以及源颜色的饱和度。

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.

颜色:结果颜色具有基础颜色的发光度以及源颜色的色相和饱和度。此混合模式保持基础颜色中的灰色阶。此混合模式用于为灰度图像上色和为彩色图像着色。

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.

发光度:结果颜色具有基础颜色的色相和饱和度以及源颜色的发光度。此模式与“颜色”模式相反。

Stencil Alpha:Creates a stencil using the alpha channel of the layer.

模板 Alpha:使用图层的 Alpha 通道创建模板。

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.

模板亮度:使用图层的亮度值创建模板。图层的浅色像素比深色像素更不透明。

Silhouette Alpha:Creates a silhouette using the alpha channel of the layer.

轮廓 Alpha:使用图层的 Alpha 通道创建轮廓。

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.
轮廓亮度:使用图层的亮度值创建轮廓。在图层的绘画区域中创建透明度,从而允许您查看基础图层或背景。混合颜色的亮度值确定结果颜色中的不透明度。源的浅色像素导致比深色像素更透明。使用纯白色绘画会创建 0% 不透明度。使用纯黑色绘画不会生成任何变化。

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.

Alpha 添加通常合成图层,但添加色彩互补的 Alpha 通道来创建无缝的透明区域。用于从两个相互反转的 Alpha 通道或从两个接触的动画图层的Alpha 通道边缘删除可见边缘。

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.

有时,在图层边对边对齐时,图层之间会出现接缝。这尤其是在边缘处相互连接以生成 3D 对象的 3D 图层的问题。在图层的边缘消除锯齿时,边缘具有某种部分透明度。在两个 50% 透明区域重叠时,结果不是 100% 不透明,而是 75% 不透明,因为默认操作是乘法。(光照的 50% 通过一个图层,然后剩余光照的 50% 通过下一个图层,因此 25% 通过系统。)这类似于现实世界中的部分透明度。但是,在某些情况下,您不需要此默认混合。您希望两个 50% 不透明区域组合以进行无缝的不透明连接。您希望添加 Alpha 值。在这些情况下,可使用“Alpha 添加”混合模式。

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.

冷光预乘在合成之后,通过将超过 Alpha 通道值的颜色值添加到合成中来防止修剪这些颜色值。用于使用预乘 Alpha 通道从素材合成渲染镜头或光照效果(例如镜头光晕)。在从其他制造商提供的修边软件合成素材时,也可以改善结果。在应用此模式时,您可以通过将预乘 Alpha 源素材的解释更改为直接 Alpha 来获得最佳结果。

参考:http://blog.sina.com.cn/s/blog_60ac18480102e8mg.html

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