//in progress
Normal
Result = source color + destination color * (1 - source alpha)
draw_set_blend_mode(bm_normal)
draw_set_blend_mode_ext(bm_src_alpha, bm_inv_src_alpha)
Dissolve
if ( random(1) < src alpha ) {Result = source color} else {Result = destination color}
Is not supported by D3D blend modes; requires pre-processing of source image.
Darken
Result = min(source color, destination color)
Multiply
Result = source color * destination color / maximum value for bitdepth
draw_set_blend_mode_ext(bm_dest_color, bm_zero)
draw_set_blend_mode_ext(bm_zero, bm_src_color)
Color Burn
Linear Burn
Darker Color
Lighten
Screen
Color Dodge
Linear Dodge (add)
draw_set_blend_mode(bm_add)
draw_set_blend_mode_ext(bm_one, bm_one)
Lighter Color
Overlay
Soft Light
Hard Light
Vivid Light
Linear Light
Pin Light
Hard Mix
Difference
Exclusion
Hue
Saturation
Color
Luminosity
So, we have access to all these extended blend modes, but what the heck do they do?!?
I'm a professional game artist, and I can't even begin to visualize the extended blend modes from their description.
So I made a little app to help me visualize them. It didn't help much, so I thought I'd put this up on the forum and try to get some more of the Expert users to write about their experiments with blend modes.
Blend Mode Viewer gm6
CONTROLS:
Up / Down: cycle Source blend mode
Left / Right: cycle Destination blend mode
Digit 1: toggle Layer 0 background
Digit 2: toggle Layer 1 background
Space: Toggle slide show mode
NOTE: slide show mode simulates pressing Up and Right in a sequential order. If you stop the slide show and need to go back, try hitting Left or Down.
Feel free to edit this gm6 and post your own file with worthwhile results.
I imagine there is a whole slew of effects we can accomplish by using the extended blend modes, if only we had a notion of exactly what the results would look like.
Edited by Sinaz, 27 August 2008 - 08:37 PM.
** Old Experts Topic **



This topic is locked







