Blend Modes
混合模式
混合模式
Cinema 4D offers numerous possibilities for blending and mixing colors, images and layers. Most of these settings carry the moniker Mix Mode or Blend Mode. These modes define how the resulting color (these are mostly pixel colors of two images) should be ascertained. These modes are often fine-tuned using a neighboring slider that lets you adjust the effect stepplessly from 0% (no effect) to 100% (full effect).
C4D提供了混合和混合颜色,图像和图层的多种可能性。这些设置大多带有名字混合模式或混合模式。这些模式定义如何产生的颜色(这些主要是像素的两个图像的颜色)应确定。这些模式通常是微调使用邻近滑块,让您调整效果从0% (无效果)到100% (全效果)无级。
In the description below we are assuming that 2 images are layered over one another. The top image is named Blend_image and the bottom Base_image.
在下面的描述中,我们假设两个图像是层叠在一起的。上面的图片命名为 Blend _ image,下面的图片命名为 Base _ image。
The following modes are available (these are all modes available in Cinema 4D; the selection menus only display the most useful ones):
下列模式是可用的(这些都是在 Cinema 4D 中可用的模式; 选择菜单只显示最有用的模式) :
Normal mode (e.g., in BodyPaint 3D)
普通模式(例如,在 BodyPaint 3D 中)
正常
The Blend_image will cover the Base_image partially or completely, depending on the strength value selected (sample image: 50% strength).
Blend _ 图像将部分或全部覆盖 Base _ 图像,具体取决于选定的强度值(样本图像: 50% 强度)。
溶解
Depending on the strength value selected, pixels in various sizes are placed randomly over the Base_image (sample image: 50% strength).
根据选择的强度值,在 Base _ 图像上随机放置不同大小的像素(样本图像: 50% 强度)。
黑暗
The pixels of the Blend_image and Base_image (separated for the 3 color channels) will be compared. The areas of each image that are darker in comparison with the other image will triumph and remain visible.
将比较 Blend _ image 和 Base _ image (为3个颜色通道分隔)的像素。相对于其他图像而言,每个图像中较暗的区域将获得胜利并保持可见。
繁殖
The colors of the Blend_image and Base_image will be multiplied which, in most cases, will result in a darker overall image (unless one of the images contains areas of white). Areas of complete black in one of the two images will result in pure black.
Blend _ image 和 Base _ image 的颜色将被相乘,在大多数情况下,这将导致整个图像变暗(除非其中一个图像包含白色区域)。区域的完全黑色在两个图像之一将导致纯黑色。
颜色烧伤
Darker areas of the Base_image will be colored using areas of the Blend_image. Brighter areas will receive less influence.
使用 Blend _ image 的区域对 Base _ image 的较暗区域进行着色,较亮区域受到的影响较小。
直线烧伤(分)
Functions very similar to Color Burn but has a more understated effect.
功能非常类似的颜色烧伤,但有一个更低调的效果。
放轻松
The pixels of the Blend_image and Base_image (separated for the 3 color channels) will be compared. The areas of each image that are lighter in comparison with the other image will triumph and remain visible.
将比较 Blend _ image 和 Base _ image (为3个颜色通道分隔)的像素。每张照片中与其他照片相比更亮的区域将会胜出并保持可见。
屏幕
This mode has the opposite function of the Multiply mode. The inverted color values will be multiplied with each other and the result will then also be inverted. The result will always be brighter than the original images (as well as the Lighten mode).
这个模式的功能与乘法模式相反。倒置的颜色值将相乘,然后结果也将被倒置。结果总是比原始图像(以及减亮模式)更亮。
颜色减淡
Here the result will also be brighter than the original images, whereby brighter areas will be colored more intensely. Black areas will remain unaltered.
在这里的结果也将比原来的图像更明亮,即更明亮的地区将有更强烈的颜色。黑色区域将保持不变。
线性道奇(添加)
Functions similarly to Color Dodge with a more understated result when a lower contrast value is used.
函数类似的颜色减淡与一个更低调的结果时,对比度值较低的使用。
覆盖
Blends the original images, whereby the bright and dark areas of the Base_image will be retained.
混合原始图像,使明亮和黑暗区域的基础 _ 图像将保留。
柔和的光线
The Base_image will be darkened or lightened (stepless), based on the Blend_image. However, complete white or black values will not be reached. This blend mode differentiates between areas with more or less than 50% gray.
基于 Blend _ 图像,Base _ 图像将变暗或变亮(无级)。但是,不会达到完整的白色或黑色值。这种混合模式区分灰度大于或小于50% 的区域。
强光
Hard Light is a combination of Multiply and Screen and the effect is similar to Soft Light in that the Base_image will be darkened or lightened based on the Blend_image’s gray values, yet black and white areas can result from the Blend_image.
硬光是叠加和屏幕的结合,效果类似于柔光,基础图像会根据 Blend 图像的灰度值变暗或变浅,但是黑白区域可以由 Blend 图像产生。
线型灯光(邮票)
This mode uses brightness to lighten or darken the Base_image in accordance to the Blend_image.
这个模式使用亮度根据 Blend _ 图像变亮或变暗 Base _ 图像。
针光
This mode will, more or less, be applied universally, depending on the gray scale dispersion of the Blend_image. At a value of 50% gray the Blend_image will be transparent, and values of 0% and 100% respectively will result in a universal application.
这种模式或多或少会被普遍应用,这取决于 Blend _ image 的灰度分散度。当灰度值为50% 时,Blend _ 图像将是透明的,0% 和100% 的值将导致通用应用程序。
硬质混合
Depending on the strength of the Blend_image, the Base_image will be converted into up to 8 colors (rasterized): Red, green, blue, cyan, magenta, yellow, black, and white.
根据 Blend _ image 的强度,Base _ image 将被转换为最多8种颜色(栅格化) : 红色、绿色、蓝色、青色、洋红色、黄色、黑色和白色。
差异
Depicts the difference between the Blend_image and Base_image. If the result shown is black, both images are exactly the same, the more colorful the result the more the images differ from each other.
描述 Blend _ image 和 Base _ image 之间的区别。如果结果显示为黑色,那么两张图片完全相同,结果色彩越丰富,两张图片的差异就越大。
排除
Basically the same as Difference but a 50% gray in the Blend_image will also be depicted as gray.
基本上相同的差异,但50% 的灰色在混合图像也将描述为灰色。
反思
This mode is especially good for painting reflective environments onto game textures. This mode resembles Color Dodge.
这个模式特别适合在游戏纹理上绘制反射环境。这个模式类似于彩色道奇。
否定
Generates a negative of the Base_image based on the grayscale values of the Blend_image (white: 100% negation, black: 0% negation).
根据 Blend _ image 的灰度值生成 Base _ image 的否定值(白色: 100% 否定,黑色: 0% 否定)。
发光
This mode is the opposite of Reflect.
这种模式与“反射”模式相反。
平均数
Reflects the Normal mode at 50% strength.
反映50% 强度的正常模式。
不许动
This mode is a variation of Reflect, whereby the colors of the Base_image and Blend_image will be inverted and the result inverted again.
这个模式是 Reflect 的一个变体,即 Base _ image 和 Blend _ image 的颜色将被反转,结果将再次反转。
热量
Also a variation of Reflect, whereby the colors of the Base_image and Blend_image will be interchanged.
也是一个反射的变体,也就是说 Base _ image 和 Blend _ image 的颜色可以互换。
图片样本
The following sample images are comprised of two images placed into two layers, lying on top of each other. The different blend modes were then applied.
下面的示例图像由两个图像组成,这两个图像分别放置在两个图层之上。然后应用不同的混合模式。
附加模式
The following modes can, for example, be found in Hair and Sketch and Toon materials, and Nodes.
下列模式可以,例如,可以在毛发和素描和图恩材质,节点。
覆盖
A mix between Self-Blend and Multiply, depending on the background color.
根据背景颜色的不同,混合使用自混合和正片叠底。
轻松点,道奇
The brightness of the blended pixels is used to brighten (Lighten) or darken (Dodge) the background pixels.
混合像素的亮度用于提亮(减亮)或变暗(减淡)背景像素。
加减
Color values are added or subtracted per RGB channel.
每个 RGB 通道添加或减去一个颜色值。
邮票
A blended pixel with 50% brightness will not affect the background. Brighter or darker blended pixels brighten or darken the background accordingly.
50% 亮度的混合像素不会影响背景。较亮或较暗的混合像素相应地提亮或变暗背景。
Background pixels and blended pixels will be linked via the logical Xor function.
背景像素和混合像素将通过逻辑 Xor 函数链接。
色相,饱和度,亮度
In this mode, the hue, saturation and/or luminace of blended pixels will be applied to the background pixels.
在这种模式下,混合像素的色调、饱和度和/或亮度将应用于背景像素。
红,绿,蓝
The result is a red, green or blue channel of the blended pixel and the background pixel’s respective two remaining channels. For example, the Green mode will produce a mix of the green color channel of the blended pixel and the red and blue color channel of the background pixel.
结果是混合像素和背景像素各自剩余的两个通道的红色、绿色或蓝色通道。例如,绿色模式将产生混合像素的绿色通道和背景像素的红色和蓝色通道的混合。
覆盖
Very useful for technical illustrations using patterns. This mode ignores the opacity (that is used to supplement the pattern) and overwrites it so the pattern is always visible.
对于使用模式的技术插图非常有用。这种模式忽略不透明(用于补充模式) ,并覆盖它,使模式始终可见。
女名女子名
The value of the blended pixels is used to create a contrast to the background pixels.
混合像素的值用于创建与背景像素的对比。
抵押品
Similar to muliplying negatively. Brightens the basic image according to the values of the mix image.
类似于负向增强,根据混合图像的值增亮基本图像。
阿尔法频道
These modes are specially designed for use with alpha channels:
这些模式是专门为阿尔法通道设计的:
直接繁殖
To make sure you use the correct mode, you must know how the alpha channel was calculated (layer with Straight or Premultiplied) in order to get the correct display method. You will have the most luck using Straight.
为了确保使用正确的模式,您必须知道如何计算 alpha 通道(带有 Straight 或 premultiply 的图层) ,以便得到正确的显示方法。你会有最大的运气使用异性恋。
The following mode can be used with the Variation shader, and nowhere else:
下面的模式可以用于变化着色器,而不是其他任何地方:
替换
Uses Blend_image for objects/polygons randomly selected form an algorithm.
将 Blend _ image 用于从算法中随机选择的对象/多边形。
变化着色器
The Variations Shader can still work with this mode, which is otherwise not used anywhere else: Replace
变化着色器仍然可以使用这种模式,否则不会在其他任何地方使用: 替换
It usies the unmodified blended image for random objects/polygons selected by the algorithm.
对算法选取的随机物体/多边形采用未修改的混合图像。
Layer Sets (e.g., in BodyPaint 3D)
图层集(例如,在 BodyPaint 3D 中)
穿过去
Layer sets have an additional setting named Pass Through. If this mode is enabled for a layer set, BodyPaint 3D will ignor the existence of the layer set (but not its layers). The layers will then be stacked and rendered as if they were not part of a layer set.
图层集有一个额外的设置,名为传递。如果在图层设置中启用此模式,BodyPaint 3D 将忽略图层设置(但不包括图层)的存在。然后叠加图层并渲染,就好像它们不是图层集的一部分一样。
Otherwise (other modes) the layers of a layer set will first be combined internally, including their mix modes, and mixed with the other layers as a whole with the layer set’s mix mode.
否则(其他模式)的层集将首先内部结合,包括他们的混合模式,并与其他层作为一个整体与层集的混合模式。