Texture Blend Options

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Texture Blend Options

Postby bnewton81 » Thu Sep 08, 2011 12:33 pm

Can someone help me with understanding what these different blender options do? (soft light, linear light, Hue, saturation, overlay, Screen, Mix, etc.) I have looked this up many times in the past, but still have no clear understanding of what each is used for. I understand what they are. I just don't know which to use and when to use them. I typically will use mix unless I am trying to add a texture that doesn't rely on the previous one, in which case I will overlay that one. In all actuality the overlay one is the only one I think I really understand. Maybe also Mix and Color. I rarely ever change these options in Photoshop, so have very little experience with their uses.
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Re: Texture Blend Options

Postby Aloys » Thu Sep 08, 2011 3:29 pm

First of all, there are a bunch of blending modes; but most of them are almost never used for texture work; (except for really specific cases or special effects). 99% of the time you'll use only a few; so you can skip the others you won't miss a lot.
(However I'm not sure which ones are supported by Plasma)

Those that are used the most are:

Mix : This the default one. The texture is treated 'uniformly'. If you change the opacity the whole textures become more/less transparent without any special effects.
Screen : only the light part of your texture show up. If you use a black and white texture, only the white part will show up; the darker parts will be increasingly transparent. Useful when you want to use the lighter parts of a contrasted texture and you dont' want to spend time with an alpha mask. (it is often used for light effects; all things with energy, fire, light flares, etc)
Multiply : the inverse of Screen: only the darker parts of the texture show up. Very useful when you want to add a dirt/shadow texture easily.
Overlay : it is a combination of Screen and Multiply. So the 'middle' (gray) is transparent. Useful in a variety of cases when you want to blend a texture easily. (It is also used in Uru for lightmaps where you need to mix both the light and dark part of the texture)
Add : is similar to Screen, but it makes your texture much brighter. Very useful for light effects. For instance for light flares sprites: if you look at the Cyan textures you'll see their light flares sprites textures always have a black background; no need for an alpha mask. (this mode is called Linear Dodge in Photoshop.)
Value : basically it only uses the Luminosity information of the texture, and it shows the colors of the textures under it. It is sometimes used as an alternative to Overlay; when you don't need the colors of the texture. (it's called 'Luminosity' in Photoshop)
Color : it's the opposite of Value/Luminosity; only the color information of the texture is used. You use it to change the color of a texture bellow. Say you have a picture of a red car, you just put a blue texture on top of it using Color mode to turn it blue.

The other ones:
Lighten & Darken: only the parts of the texture that are lighter or darker than the texture bellow show up. This is actualy slightly different from Screen and Multiply because it creates a more abrupt transition between the opaque and transparents part of the textures. It's hard to explain. :/
Substract: like Multiply, but much darker. (Linear Burn in PS)
Hue: It's very similar to the 'color' option; and to be honnest I'm not sure what's the difference. :[
Saturation: this one is a bit unusual. You almost never use it but what it does it make
Difference and Divide are almost never used for regular work. Other exotic modes in Photoshop, like Pin Light or Exclusion, can be ignored too..

The best way to learn how those work is really to try them all; some are difficult to explain. Use two very different textures in two layers (if you use the same texture twice you won't see the difference), and test all the blend modes on the texture in the top layer. Change the opacity too, to better see the effects.

If you want to learn more about all that, there is a long (6 pages) article here. It is quite detailed but just the 1st page should give you a good overview of the various blending modes.
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Re: Texture Blend Options

Postby Luna » Thu Sep 08, 2011 11:27 pm

You have similar layer blending modes in Gimp too, for if you haven't got Photoshop, might be easier to try them out in one of those than in Blender.
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Re: Texture Blend Options

Postby bnewton81 » Thu Sep 08, 2011 11:53 pm

Excellent information! Exactly what I was looking for.
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Re: Texture Blend Options

Postby tachzusamm » Thu Sep 08, 2011 11:56 pm

bnewton81, if you're not referring to Blender directly (to make renders and such), but want to know instead what these BlendModes actually do in URU or Plasma, we can simplify this to 4 available options:
BlendModes.png
BlendModes.png (3 KiB) Viewed 5238 times


In fact, the GoW PyPRP exporter only distinguishes between Add, Subtract, Multiply and "Others" (where "Mix" belongs to "Others" as well as "Overlay" does).

The "normal" mode for most textures is "Mix"; it's recommended to choose this in Blender (and it's the default mode) for most textures because the GLSL view in Blender looks most similar to the effect in URU.
You can use of course Overlay, Color, Screen, Difference, etc. in Blender, but it makes NO difference on export. (Go make a try in case you don't want to believe that :D )

Usage:
- For single textures or textures in the first slot, just use Mix.
- For lightmaps, use Multiply (plus, check the Amb button or it will come out too dark).
- For painting dirt on top of a texture, I use Multiply as well.
- Stencils: use Mix as well, plus check Stencil and NoRGB buttons (although once Stencil is checked, the BlendModes are no longer taken into account on export).

Simply using the 2 "M&M's" (Mix+Multiply) is enough in 99% of all cases, IMHO.

I should mention that if you're using GPNMilano's exporter instead (that is, using her prp_MatClasses.py), the options "Lighten", "Screen" and "Difference" DO make an additional difference (but if you're not used to use her version right from start, expect your Age to become out completely different); but still, there's no difference between Mix and Overlay for example.

EDIT:
Oh, and because you mentioned some options like soft light, linear light, I assume you were referring to Blender 2.5 series and PyPRP2 - but it's the same behaviour there.
(By the way, I guess this thread is now a candidate for "Moving-Over-To-PyPRP-Because-Of-Should-I-Really-Post-Here-Sticky" - it can be understood to be not about Age Building in general, but more specific to Blender and PyPRP.
Suggestion to the forum admins: Maybe rename the PyPRP forum to "Blender and PyPRP" - this would make it more obvious. Like the "3DSMax Plugin" forum suggests this already.)
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Re: Texture Blend Options

Postby Aloys » Sun Sep 11, 2011 1:20 pm

Interesting info Tach; didnt' know that.
Actually it's strange that Uru doesn't support the Overlay mode; it's a pretty common mode, and in fact I was sure it was used for some of the detail textures. Would you know if it's a current limitation of PyPRP, or indeed something on Plasma's side?
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Re: Texture Blend Options

Postby Paradox » Sun Sep 11, 2011 1:37 pm

Usually the "overlay" or detail textures in Plasma are larger versions of existing textures, which increasing transparency at lower mipmap levels. Thus, you only see the details when you are close to the object, and see a less detailed version from further away.

Good examples of this are the walls in Kemo, the tree trunks in Kadish, and the crack details on the Cleft terrain.

Another note regarding texture blending options, Uru does support the subtract mode, but IIRC there's a limitation of only 1 subtract layer per material or something. I don't think Cyan actually uses subtract anywhere in Uru, but branan mentioned this limitation when he was writing the PlasmaClient OpenGL renderer.
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Re: Texture Blend Options

Postby Jojon » Mon Sep 12, 2011 3:15 pm

I believe bnewton's question actually involved Blender's internal renderer, rather than what PyPRP translates the blending modes to, so there should be no need to move the thread (well, IF that is the case :) )


Anyway; Paradox, or anybody else who might know:
Taking bearing from what you mentioned about the subtractive mode limitation: is it known exactly how Plasma's... texture... err... "pipeline"(?) works and which its limitations are?
While flags with names like: "Bind *" and "Restart Pass Here" kind of suggest otherwise, I am assuming it's not simply processing each layer individually, top to bottom, especially given the way these flags belong to the layer entity itself, rather than the "material layer slot" it's stuffed into...

I'm asking, because I often find myself unable to get blending levels, or orders, which so much as half resembles what I'd expect from what I see, either in Blender, or PrpShop; especially if there are envmaps involved - they seem to like to "take over", if there is more than one other layer involved...
(...other than the way it appears you can't use a Blender Texture Block twice in one (pyprp-export-destined) Material, but has to make sure you have two separate copies. If these translate more or less direcly to Plasma Layers, I suppose that makes sense.)



PS. Have we transitioned from guildofwriters.com to .org? My old links, which were to the old .com domain, has not worked for a couple of days and then I accidently discovered that .org works. (...so the other guy gave up on ever finishing his project, I assume...)
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Re: Texture Blend Options

Postby Aloys » Tue Sep 13, 2011 7:19 am

Jojon wrote:Have we transitioned from guildofwriters.com to .org? My old links, which were to the old .com domain, has not worked for a couple of days and then I accidently discovered that .org works. (...so the other guy gave up on ever finishing his project, I assume...)

Yeah; it appears we have officially transitionned to the .org domain; as the .com domain stopped working on friday. I was not aware we were even using the .org address, so I thought the site was down all of the week end until I could get the right info from Hoikas.. Duh. :/ I wonder if other people had/have the same problem.
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Re: Texture Blend Options

Postby Jojon » Tue Sep 13, 2011 7:52 am

Well, it caught me by surprise and had me thinking the same thing, so given there are the two of us, for starters, it might be safe to assume there may be a bunch of others, who are patiently waiting, out there... :7
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