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Blend modes

Each layer (and group) composites using a blend mode chosen from the per-layer dropdown. PixelArt Creator ships twelve modes — Normal plus the eleven non-normal separable modes from the W3C Compositing and Blending Level 1 specification (the same set and results as Photoshop / Krita / SVG).

Blending is done on straight (non-premultiplied) alpha in a normalised floating-point working space, then written back to 8-bit RGBA. Normal is straight source-over alpha compositing.

The twelve modes

Mode Effect
Normal Straight alpha source-over. A fully opaque layer replaces what is below; a fully transparent layer leaves it unchanged.
Multiply Multiplies the layer with what is below — always darkens. White is neutral; black yields black.
Screen Inverse of multiply — always lightens. Black is neutral; white yields white.
Overlay Multiply in the dark tones, screen in the light tones — boosts contrast (relative to what is below).
Darken Keeps the darker of the two channel values.
Lighten Keeps the lighter of the two channel values.
Colour Dodge Brightens what is below to reflect the layer; strong lightening.
Colour Burn Darkens what is below to reflect the layer; strong darkening.
Hard Light Overlay with the layer and backdrop roles swapped — a harsh spotlight.
Soft Light A gentler hard light — soft dodge / burn depending on the layer value.
Difference Absolute difference of the two values — equal colours cancel to black.
Exclusion Like difference but lower contrast in the mid-tones.

Opacity and blend mode combine

A layer's opacity scales its contribution for every blend mode, not only Normal. A hidden layer contributes nothing regardless of mode.

How the stack is composited

Layers are composited bottom-to-top over a running result: each visible layer's pixels are blended over what is below using that layer's blend mode and opacity (and its mask, if any). A stack of Normal layers is exactly the same as folding straight alpha source-over from the bottom up. Compositing never mutates the source layer buffers — it is non-destructive.

A single edit recomposites only the affected region, so painting on a large canvas stays responsive (see the performance notes below).

Performance

On an 8K canvas (7680 × 4320) a single-pixel paint recomposites its small dirty region in about 1 ms, comfortably inside the 16 ms / 60 fps frame budget. Some heavier interactions at low zoom — dragging the opacity slider, or an attribute change that repaints a large viewport across many layers — are currently CPU-bound and can exceed the budget; full GPU-shader compositing is a planned later enhancement.

See the changelog Known limitations for details.