I've been trying to use ImageMagick to replicate Photoshops Colour Blend Mode. I found the following formulas in an online guide but I don't know what they mean. Do I just need to swap certain channels?
The Color blend mode is actually a combination of the first two modes in the Composite group, Hue and Saturation. When you change a layer's blend mode to Color, only the color (that is, all of the hues and their saturation values) from the layer is blended in with the layer or layers below it.
To use it, right-click on a layer, select "Blending Options…" and then set "Blend Mode: Multiply".
Modify a layer's blend modeChoose Object > Blend Mode, then choose a different mode from the submenu. Control-click a layer in the canvas, Layers list or Timeline, then choose Blend Mode and a different mode from the shortcut menu.
What are blending modes? A blending mode is an effect you can add to a layer to change how the colors blend with colors on lower layers. You can change the look of your illustration simply by changing the blending modes.
A while ago I reversed engineered Photoshop blending modes.
Have a look here:
http://www.kineticsystem.org/?q=node/13
And here below the code I use to convert between HSY (Hue, Saturation, Luminosity) to and from RGB (Red, Green, Blue). Photoshop use something called Hexacones to calculate the saturation.
Giovanni
/**
* This is the formula used by Photoshop to convert a color from
* RGB (Red, Green, Blue) to HSY (Hue, Saturation, Luminosity).
* The hue is calculated using the exacone approximation of the saturation
* cone.
* @param rgb The input color RGB normalized components.
* @param hsy The output color HSY normalized components.
*/
public static void rgbToHsy(double rgb[], double hsy[]) {
double r = Math.min(Math.max(rgb[0], 0d), 1d);
double g = Math.min(Math.max(rgb[1], 0d), 1d);
double b = Math.min(Math.max(rgb[2], 0d), 1d);
double h;
double s;
double y;
// For saturation equals to 0 any value of hue are valid.
// In this case we choose 0 as a default value.
if (r == g && g == b) { // Limit case.
s = 0d;
h = 0d;
} else if ((r >= g) && (g >= b)) { // Sector 0: 0° - 60°
s = r - b;
h = 60d * (g - b) / s;
} else if ((g > r) && (r >= b)) { // Sector 1: 60° - 120°
s = g - b;
h = 60d * (g - r) / s + 60d;
} else if ((g >= b) && (b > r)) { // Sector 2: 120° - 180°
s = g - r;
h = 60d * (b - r) / s + 120d;
} else if ((b > g) && (g > r)) { // Sector 3: 180° - 240°
s = b - r;
h = 60d * (b - g) / s + 180d;
} else if ((b > r) && (r >= g)) { // Sector 4: 240° - 300°
s = b - g;
h = 60d * (r - g) / s + 240d;
} else { // Sector 5: 300° - 360°
s = r - g;
h = 60d * (r - b) / s + 300d;
}
y = R * r + G * g + B * b;
// Approximations erros can cause values to exceed bounds.
hsy[0] = h % 360;
hsy[1] = Math.min(Math.max(s, 0d), 1d);
hsy[2] = Math.min(Math.max(y, 0d), 1d);
}
/**
* This is the formula used by Photoshop to convert a color from
* HSY (Hue, Saturation, Luminosity) to RGB (Red, Green, Blue).
* The hue is calculated using the exacone approximation of the saturation
* cone.
* @param hsy The input color HSY normalized components.
* @param rgb The output color RGB normalized components.
*/
public static void hsyToRgb(double hsy[], double rgb[]) {
double h = hsy[0] % 360;
double s = Math.min(Math.max(hsy[1], 0d), 1d);
double y = Math.min(Math.max(hsy[2], 0d), 1d);
double r;
double g;
double b;
double k; // Intermediate variable.
if (h >= 0d && h < 60d) { // Sector 0: 0° - 60°
k = s * h / 60d;
b = y - R * s - G * k;
r = b + s;
g = b + k;
} else if (h >= 60d && h < 120d) { // Sector 1: 60° - 120°
k = s * (h - 60d) / 60d;
g = y + B * s + R * k;
b = g - s;
r = g - k;
} else if (h >= 120d && h < 180d) { // Sector 2: 120° - 180°
k = s * (h - 120d) / 60d;
r = y - G * s - B * k;
g = r + s;
b = r + k;
} else if (h >= 180d && h < 240d) { // Sector 3: 180° - 240°
k = s * (h - 180d) / 60d;
b = y + R * s + G * k;
r = b - s;
g = b - k;
} else if (h >= 240d && h < 300d) { // Sector 4: 240° - 300°
k = s * (h - 240d) / 60d;
g = y - B * s - R * k;
b = g + s;
r = g + k;
} else { // Sector 5: 300° - 360°
k = s * (h - 300d) / 60d;
r = y + G * s + B * k;
g = r - s;
b = r - k;
}
// Approximations erros can cause values to exceed bounds.
rgb[0] = Math.min(Math.max(r, 0d), 1d);
rgb[1] = Math.min(Math.max(g, 0d), 1d);
rgb[2] = Math.min(Math.max(b, 0d), 1d);
}
Wikipedia has a good article on blend modes http://en.wikipedia.org/wiki/Blend_modes
They give formulas for Multiply, Screen and Overlay modes.
Multiply
Formula: Result Color = (Top Color) * (Bottom Color) /255
Screen
Formula: Result Color = 255 - [((255 - Top Color)*(255 - Bottom Color))/255]
Overlay
Formula: Result Color = if (Bottom Color < 128)
then (2 * Top Color * Bottom Color / 255)
else (255 - 2 * (255 - Top Color) * (255 - Bottom Color) / 255)
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