Nodo Mezclar#
Permitirá mezclar dos imágenes entre sí, de forma similar a cómo se mezclan las capas en un programa de edición de imágenes.
Importante
As of Blender 3.4, this node has been updated in the Shader and Geometry node editors. Files saved with the new node are not backward compatible.
Entradas#
- Factor
La opacidad de la imagen de frente.
- Image/A/Color1
La imagen de fondo. Determinará las dimensiones de la imagen producida.
- Image/B/Color2
La imagen de frente.
Tener en mente que, a diferencia de lo que sucede en los programas de edición de imágenes en donde la capa de frente se encuentra arriba, el conector de imagen de frente en Blender se encuentra abajo.
Propiedades#
- Data Type Shader Editor Geometry Node Editor
The type of data to mix: Float, Vector, or Color.
- Factor Mode Shader Editor Geometry Node Editor
- Uniforme
The same single Factor is applied to all three Vector coordinates.
- No uniforme
You can specify a different Factor for each Vector coordinate.
- Modo de fundido
Permitirá definir el modo de fundido a ser usado.
- Mezclar
Regular alpha blending. Typically called Normal in image editing programs.
- Oscurecer
For each color component, takes the smallest of the two values being blended.
- Multiplicar
Multiplies the colors component by component. Blending with a white pixel (value 1.0) has no effect, while blending with a black one (0.0) always results in black.
- Subexponer color
Inverts the background color, divides it by the foreground color, and inverts the result.
- Aclarar
For each color component, takes the largest of the two values being blended.
- Trama
Inverts both colors, multiplies them, and inverts the result.
- Sobreexponer color
Divides the background color by the inverted foreground color.
- Adicionar
Adds the two colors together.
- Superponer
Applies Multiply blending if the foreground color’s lightness is below 0.5, or Screen blending if it’s above.
- Luz suave
Like Overlay, but more subtle.
- Luz lineal
Applies Linear Burn blending (background + foregound - 1) if the foreground color’s lightness is below 0.5, or Linear Dodge (background + foreground) if it’s above.
- Diferencia
For each component, subtracts the lower value from the higher value.
- Exclusión
Adds the two colors, then subtracts their multiple twice.
- Sustraer
Subtracts the foreground color from the background color.
- Dividir
Divides the background color by the foreground color.
- Tono
Combines the saturation and value of the background color with the hue of the foreground color.
- Saturación
Combines the hue and value of the background color with the saturation of the foreground color.
- Color
Combines the value of the background color with the hue and saturation of the foreground color.
- Valor
Combines the hue and saturation of the background color with the value of the foreground color.
- Usar alfa
Whether to use the alpha channel of the foreground image during mixing. The alpha channel of the background image is always used.
- Clamp/Clamp Result
Clamp the output value to the [0.0, 1.0] range.
- Clamp Factor Shader Editor Geometry Node Editor
Clamp the Factor to the [0.0, 1.0] range.
Salidas#
- Image/Result/Color
The result of the mixing operation.
Ejemplos#
Below are examples of blending modes, as well as some practical use cases.
Corrección de sobreexposición#
The Compositing setup below shows how to fix an overexposed render by darkening it and increasing contrast.
The top Nodo Curvas RVA darkens the image by linearly scaling each color value to a smaller one.
The bottom curve node increases constract by making small values smaller and large values larger.
Finally, the Mix node blends the two together.
Marcas de agua#
In the old days, a pattern was pressed into the paper mush as it dried, creating a mark that identified who made the paper and where it came from. The mark was barely perceptible except in just the right light. Probably the first form of subliminal advertising.
Nowadays, people watermark their images to identify them as personal intellectual property, for subliminal advertising of the author or hosting service, or simply to track their image’s proliferation throughout the web.
Blender provides a complete set of tools for you to both encode your watermark and to tell if an image has your watermark.
Estampado de una marca de agua sobre una imagen#
First, construct your own personal watermark. You can use your name, a word, or a shape or image not easily replicated. While neutral gray works best using the encoding method suggested, you are free to use other colors or patterns. It can be a single pixel or a whole gradient; it is up to you.
In the example below, we are encoding the watermark in a specific location in the image using the Translate node; this helps later because we only have to look at a specific location for the mark. We then use the RGB to BW node to convert the color image to grayscale numbers, which we then feed into the Map Range node to reduce the mark to one-tenth of its original intensity.
The Add node (Mix node with blending mode Add) adds the corresponding pixels, making the ones containing the mark ever-so-slightly brighter.
Por supuesto, salvo que se deseara que la gente note la marca, no debería escalarse demasiado o ser hecha con un color contrastante. Hay también muchas otras formas, usando otras configuraciones de mezcla y equipos más elegantes.
Comprobación de una marca de agua propia#
En caso de detectar una imagen que se suponga podría ser de autoría propia, será posible utilizar el árbol de nodos que se muestra a continuación para compararla con una imagen de archivo (esto es, una original, sin la marca de agua). En este árbol, el nodo Mezclar se establecerá en modo Diferencia y el nodo Mapear valor se usará para amplificar cualquier diferencia. Ahora se podrá comprobar cómo se destaca claramente la marca original.