Mix

Allanon

Blends the upper layer as half-transparent with the lower. (It adds the two layers together and then halves the value).

../../_images/Blending_modes_Allanon_Sample_image_with_dots.png

Left: Normal. Right: Allanon.

Interpolation

Subtract 0.5f by 1/4 of cosine of base layer subtracted by 1/4 of cosine of blend layer assuming 0-1 range. The result is similar to Allanon mode, but with more contrast and functional difference to 50% opacity.

../../_images/Blending_modes_Interpolation_Sample_image_with_dots.png

Left: Normal. Right: Interpolation.

Interpolation - 2X

Applies Interpolation blend mode to base and blend layers, then duplicates to repeat interpolation blending.

../../_images/Blending_modes_Interpolation_X2_Sample_image_with_dots.png

Left: Normal. Right: Interpolation - 2X.

Alpha Darken

As far as I can tell this seems to premultiply the alpha, as is common in some file-formats.

../../_images/Blending_modes_Alpha_Darken_Sample_image_with_dots.png

Left: Normal. Right: Alpha Darken.

Behind

Does the opposite of Normal, and tries to have the upper layer rendered below the lower layer.

../../_images/Blending_modes_Behind_Sample_image_with_dots.png

Left: Normal. Right: Behind.

Erase

This subtracts the opaque pixels of the upper layer from the lower layer, effectively erasing.

../../_images/Blending_modes_Erase_Sample_image_with_dots.png

Left: Normal. Right: Erase.

Geometric Mean

This blending mode multiplies the top layer with the bottom, and then outputs the square root of that.

../../_images/Blending_modes_Geometric_Mean_Sample_image_with_dots.png

Left: Normal. Right: Geometric Mean.

Grain Extract

Similar to Subtract, the colors of the upper layer are subtracted from the colors of the lower layer, and then 50% gray is added.

../../_images/Blending_modes_Grain_Extract_Sample_image_with_dots.png

Left: Normal. Right: Grain Extract.

Grain Merge

Similar to Addition, the colors of the upper layer are added to the colors, and then 50% gray is subtracted.

../../_images/Blending_modes_Grain_Merge_Sample_image_with_dots.png

Left: Normal. Right: Grain Merge.

Greater

A blending mode which checks whether the painted color is painted with a higher opacity than the existing colors. If so, it paints over them, if not, it doesn’t paint at all.

../../_images/Greaterblendmode.gif

Hard Mix

Similar to Overlay.

Mixes both Color Dodge and Burn blending modes. If the color of the upper layer is darker than 50%, the blending mode will be Burn, if not the blending mode will be Color Dodge.

../../_images/Blending_modes_Hard_Mix_Sample_image_with_dots.png

Left: Normal. Right: Hard Mix.

Hard Mix (Photoshop)

This is the Hard Mix blending mode as it is implemented in Photoshop.

../../_images/Krita_4_0_hard_mix_ps.png

Left: Dots are mixed in with the normal blending mode, on the Right: Dots are mixed in with hardmix.

This add the two values, and then checks if the value is above the maximum. If so it will output the maximum, otherwise the minimum.

Hard Mix Softer (Photoshop)

New in version 5.0.

This is the Hard Mix blending mode as it is implemented in Photoshop for texturing brushes. It produces softer edges than the normal Hard Mix (Photoshop).

../../_images/Blending_modes_Hard_Mix_Softer_Photoshop_Sample_image_with_dots.png

Left: Dots are mixed in with the normal blending mode, on the Right: Dots are mixed in with hard mix softer.

This is like the Inverse Subtract mode but the two terms are scaled up to increase the contrast. This is not really a Hard Mix mode in the sense that it doesn’t choose between a result or another based on a threshold, although in most cases the result looks like the normal Hard Mix (Photoshop) but with softer edges.

Hard Overlay

New in version 4.0.

Similar to Hard Light but Hard Light use Screen when the value is above 50%. Divide gives better results than Screen, especially on floating point images.

../../_images/Blending_modes_Hard_Overlay_Sample_image_with_dots.png

Left: Normal. Right: Hard Overlay.

Normal

As you may have guessed this is the default Blending mode for all layers.

In this mode, the computer checks on the upper layer how transparent a pixel is, which color it is, and then mixes the color of the upper layer with the lower layer proportional to the transparency.

../../_images/Blending_modes_Normal_50_Opacity_Sample_image_with_dots.png

Left: Normal 100% Opacity. Right: Normal 50% Opacity.

Overlay

A combination of the Multiply and Screen blending modes, switching between both at a middle-lightness.

Overlay checks if the color on the upper layer has a lightness above 0.5. If so, the pixel is blended like in Screen mode, if not the pixel is blended like in Multiply mode.

This is useful for deepening shadows and highlights.

../../_images/Blending_modes_Overlay_Sample_image_with_dots.png

Left: Normal. Right: Overlay.

Parallel

This one first takes the percentage in decimals for both layers. It then adds the two values. Divides 2 by the sum.

../../_images/Blending_modes_Parallel_Sample_image_with_dots.png

Left: Normal. Right: Parallel.

Penumbra A

Creates a linear penumbra falloff. This means most tones will be in the midtone ranges.

../../_images/Blending_modes_Penumbra_A_Sample_image_with_dots.png

Left: Normal. Right: Penumbra A.

Penumbra B

Penumbra A with source and destination layer swapped.

../../_images/Blending_modes_Penumbra_B_Sample_image_with_dots.png

Left: Normal. Right: Penumbra B.

Penumbra C

Creates a penumbra-like falloff using arc-tangent formula. This means most tones will be in the midtone ranges.

../../_images/Blending_modes_Penumbra_C_Sample_image_with_dots.png

Left: Normal. Right: Penumbra C.

Penumbra D

Penumbra C with source and destination layer swapped.

../../_images/Blending_modes_Penumbra_D_Sample_image_with_dots.png

Left: Normal. Right: Penumbra D.