- Index
ImageMagick Examples Preface and Index
Image Composition in IM
Positioning The Overlay Image
Raw Tables of Compose Methods (Separate Page)
Duff-Porter Alpha Composition Methods
-
Over,
Dst Over,
Src,
Copy,
Replace,
Dst,
In,
Dst In,
Out,
Dst Out,
ATop,
Dst ATop,
Clear,
Xor
Mathematical Compose Methods
-
Multiply,
Screen,
Bumpmap,
Divide,
Plus,
Plus Blending,
Add,
Minus,
Subtract,
Difference,
Exclusion
Lighten,
Darken,
Shading Composition Methods (Light, Dodge, Burn)
-
Overlay,
Hard Light,
Soft Light,
Pegtop Light,
Pin Light,
Linear Light,
Vivid Light,
Linear Dodge,
Linear Burn,
Color Dodge,
Color Burn,
Channel Copying Methods
-
Copy Opacity,
Copy Red,
Copy Green,
Copy Blue,
Copy Cyan,
Copy Magenta,
Copy Yellow,
Copy Black,
Hue,
Saturate,
Luminize,
Colorize,
Special Composition Methods
-
Mathematics,
Change Mask
Dissolve one Image Over Another
Blend two images together
Watermark or Modulate Image
Variable Blur Mapping
Using a Mask to Limit Composed Area
Composite using Image Tiles
Image Composition is the technique of combining images, (with or without
transparency, or alpha channels) together in some way. This is generally
performed either using the "
composite" IM command, where it is
the main job. But it is also often done either as part of a larger sequence
of operations, or internally as a part other image operators.
Image Composition in IM
Image Composition is the process of merging two (and only two) images together
in various ways. It often refers to 'Alpha Composition' which describes what
the results should be depending on what parts of the overlay is transparent or
not. But it is also used for blending and averaging images, transfering image
channels, cutting out, joining, or layering odd shaped segments of images, or
as part of complex mathematical operations.
A good alternative introduction on Image Composition is
SVG Compositing in
30 Minutes. Or you can find out the exact mathematical details by looking
at the
SVG
Alpha Compositing page, which also defines the most important image
composition methods.
The follow commands are the two direct image 'composite' methods available in
ImageMagick...
composite {overlay} {background} [-compose {method}] {result}
convert {background} {overlay} [-compose {method}] -composite {result}
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The "
composite" command is the traditional and normal method of
compositing in IM, in which that is it primary, and pretty well only task that
that command does. This shows just how important image composition is.
The "
convert" operator "
-composite", however also can
do image composition, generally as part of a large image processing task. >
Note the reversal of the order of the images when using
"
convert". This ordering is for practical reasons, as you
generally are working with a primary canvas, over which you then want to
prepare and merge into a new images. The order of the images is important, as
you will see.
Examples of both techniques (and more) can be seen in given in
Layers of Multiple Images, and this is
recomended reading before proceeding further.
Defination and Terms
The more important image is the '
background' image which is also quite
often called the '
destination' image as this image is the one which is
modified by image composition. This image sets not only the final size of the
image composition, but any meta-data, such as 'comments', 'labels', 'density',
'profiles', and so on, are also preserved. It is fixed in position, and
usually forms the canvas which you are building, thus the name 'background'.
Remember this!
The other image, the 'overlay' image is also often called the
'source' image as it controls how the image "-compose" method, should modify
the fixed 'background' or 'destination' image. The image can re-positioned
relative to the fixed 'background' (usually using "-geometry" and "-gravity" settings). However
both the image and any meta-data it contains is destoryed, when the composite
operation is finished.
Sometimes on rare occasions a third '
mask' image is added to the above.
This image is usually used to define and control what parts of the
'background' will be modified and to what degree. See
Composite Masking below.
On top of this is a special "
-set" option "
option:compose:outside-overlay",
which if set to '
false' disables any modification to the
destination image outside the rectangular area that the 'overlay' image
covers. See the
Copy and
Clear
compose methods for examples.
The actual composition '
method' is controlled by the "
-compose" setting, which
defaults to a value of '
Over'. That is
the source image is drawn 'Over' the background image, which is what most
people think of when they perform image composition.
Most of this section of IM Examples, is used to detail exactly what the
various composition 'methods' do, and how you can make use of them for various
purposes.
A basic table of the results of the compose methods, see
Tables of Compose Methods. Note that these tables don't really show the
methods intended use, just the raw output from various test images.
The compose method is case-insensitive and the '
_' or
'
-' characters are optional. As such the compose method
"
Dst_Over" can also be specified as: "
dst_over",
"
dst-over", "
DstOver", "
dstover", or
even "
dstOVER". They all mean the same thing.
Also the compose methods: '
Over', '
ATop', '
In' and '
Out' are actually short for the more verbose
compose method names: '
Src_Over', '
Src_ATop',
'
Src_In' and '
Src_Out'.
On top of the huge list of "
-compose" methods, there are some that also require extra
numerical arguments to work correctly.
In the "
composite" command these arguments are passed using the
special options: "
-dissolve", "
-blend", "
-watermark" ('
modulate'), "
-displace" and "
-distort".
As of IM v6.5.3-4, the "
convert" can now also pass special
arguments to the "
-composite" operator, by using the special "
-set" option
"
option:compose:args". For examples of this see the special
Dissolve and
Blend, methods below.
Image Composition Operators
Apart from the 'direct' two image compositing styles already shown above,
there are a number of other image operations that also use alpha compositing
as part of their internal image processing.
Because of this these operators are effected by the current "
-compose" setting, though they
will either use their own internal positioning, or use a
Layered Image virtual canvas offset positioning
technique.
These compose effected operators include...
- Layering Operators
- These overlay a whole sequence of multiple images in the current image
sequence onto a single new canvas, the size and position of which is
determined by the layering operator chosen. Layering operators include
"
flatten", "mosaic", and the new "-layers merge".
- Edge Expansion Operators
- Operators which overlays each individual image on individual canvases.
This includes operators such as "
-border", "-frame", and "-extent". (See Adding/Removing
Image Edges).
- The "
montage" program
- The "-frame" montage
setting makes use of the previous image framing operator, to frame the
list of images before positioning them on the background canvas. More
specifics can be found in Montage Background
and Transparency.
- Draw Images
- The "
-draw 'image...'"
image overlay method, will let you overlay a single external source
image over a list of destination images.
It is the only image composition technique available to "mogrify" as it gets the 'overlay'
image from an external source, allow it to overcome that commands
no-list-operator limitation.
- Multi-Sequence Layers Composite
- The "
-layers composite"
operator will let you compose two separate multiple image sequences
together, one pair of images at a time, to form a new merged multi-image
sequence. It also allows you compose a sequence of images, with a single
image (which can be either a static 'overlay' image, or a static
'destination' image).
It is also the ONLY composition operator to allow you to use BOTH the
universal "-gravity"
effected "-geometry" offset, or the virtual canvas "-page" offsets of individual
images, from that global position.
This composition operator is especially important for composing Image Animations, or other image
sequences, as a whole, rather than needing a script to process each pair
of images at a time.
Positioning The Overlay Image
Composite Geometry/Gravity Settings
In normal Alpha Composition the "
-geometry" setting is used with "
-gravity" to position the source
image relative to the destination image. Using these settings is covered in
great detail in
Image Positioning
using Gravity. As such I refer you to there.
Note however that the size component of "
-geometry" is special in that
it will
Resize a Image (geometry). In
"
composite", it resizes the source
image, but for "
convert" the last image in
the image sequence is resized. This aspect is technically a separate aspect
to
Image Composition. See
Geometry Resize, and
Layering images with Composite.
In Alpha Composition only two images are ever involved, the 'source' and the
'destination' (or 'background'), though a third
Masking
Image may also be provided to limit the area of effect of the composition.
Layer Canvas/Page Offsets
However the composition of Layered Images use a very different philosophy.
All the given images (as many as you like) are treated equally in the order
given. They all have a "
-page" or
Page Offset and these
position each images top-left corner relative to a virtual canvas 'origin'
(the default offset), but without gravity.
To handle any number of multiple images, new background image is generated,
using the current "
-background" color, and with a size that is dependant on the
operation being performs. This is then taken as being the 'destination' image
(canvas) and ALL given the images are composited onto this new canvas one at a
time in sequence.
As such even if only two images are given, a new image is still created, and
two separate compositions are applied. That is it can be slower. However all
the images are treated 'source' images, only the order they are given
determines the result.
The 'layer' offset however is NOT gravity effected, But as each individual
image can have a separate 'canvas offset', it is much better suited for the
composition of multiple images using
Image
Layering Operators, as well as
Multi-Image Sequence Composition for animations.
The two styles are very different positioning techniques, and it is important
you use the right style for the composition techniques you plan to use.
Note that only one composition technqiue allows you to use BOTH positioning
methods simultaniously, the multi-image sequence
Layers Composition operator. The layer
offsets are used for individual images, while composite geometry position
(with gravity) is used for global positioning of two separate image sequences.
Duff-Porter Alpha Composition Methods
The Duff-Porter image composition methods are a traditional set of 12 methods
which are very well defined. They are known as Alpha Composition as the
images are merged according to some aspect of the image transparency or 'Alpha
Channel'. You can find the mathematical definitions for these in the
SVG Alpha
Compositing document.
Here is a classical table showing the results of these 12 methods with two
triangular images.
The default compose method (when completely undefined) is '
Over', and is what most people normally want when composing
images.
To understand, and remember what each of the above compose methods do, the
resulting image would be the same as if you said...
{Source} --{compose_method}--> {background}
That is the resulting image for '
ATop' is equivalent to "
the
overlay image 'ATop' of the background image". Meaning the
background image will keep its 'shape' but the colors of the source image will
sit 'on top' of the background. Remeber however that the image order is
reversed when using "
convert"s, "
-composite" operator.
Note that these 12 methods define not only which of the two images are
'visible' in the result, but also how it effects the parts of the image which
is NOT overlaid by the
source image. That is whether the original
'background' is left as is, or completely cleared. I purposefully made
'destination' image in the above table larger so that you can see if the
rest of the image was cleared or not.
These 'clearing' methods are: '
Src',
'
In', '
Dst_In',
'
Out', '
Dst_ATop', and '
Clear'. There is a special setting can be used turn this normal
effect off. See the special '
Copy' compose
method below, which is a special '13th' method which IM provides.
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ImageMagick version 5 and before did not clear any area not overlaid by the
source image. This was incorrect handling of the Duff-Porter Composition
operators, and was corrected during IM v6 development.
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The final thing that you shoul notice about the Duff-Porter Alpha Composition
methods, is that at no time do they make 'transparent colors' visible. This
is important as a transparent part of the image has a undefined color, which
could have ANY color. See
Controling Image
Transparency, for more details about 'transparent colors'.
This is why Duff-Porter composition is often the prefered masking method,
unlike '
CopyOpacity' whcih simply
completely replaces the Alpha Channel of an image, and thus can make the
invisible, visible.
Over (overlay image over background)
This is the default compose method, the one everyone thinks of when overlaying
an image on top of another image. The overlay image is placed 'over' the
background image, in the same way as a 'animation cell' or 'overhead
transparency' can be placed over a background scene or image.
It is so common that I doubt I really need to say much more. So lets present a
example of overlaying a single letter image over a background image.
convert -background none -fill white \
-font Ravie -pointsize 36 label:A label_A_white.png
composite -gravity center label_A_white.png rose: compose_over.gif
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The overlay can be centered with gravity as above, or positioned exactly using
a "
-geometry" setting.
If it is positioned outside the bounds of the background it will be clipped,
or ignored, as appropriate.
For example here we overlaid the image using the "
convert
-composite" operator this time, but half way off the background. Note
the reversal of the image order for the "
convert" form of alpha
composition.
convert rose: label_A_white.png \
-geometry +5-15 -composite convert_over.gif
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Dst_Over (put image 'under' background)
Like other 'Dst_*' methods, this works almost exactly like the 'Src_' version
of the method (just remove the "Dst" from the method name), but with the
overlay and background images swapped. As such '
Dst_Over' is equivalent to placing the source overlay
image 'under' the destination. The result is that only the parts of our
source or overlay image not hidden by the destination or background image
will be visible as they peek out from underneath.
This is NOT exactly the same as '
Over' with
argument images swapped, as the size, positioning and other image meta-data,
still comes from the background or destination image. As such the output image
size will set by the now foregrounded 'background' image.
For example, here we overlay a black A label 'under' our original white A. We
can reposition the black A, relative to the white A background. As you can
see this is great for adding a hard shadow, without needing to worry about
expanding the image size.
convert -background none -fill black \
-font Ravie -pointsize 36 label:A label_A_black.png
composite -compose Dst_Over -geometry +5+5 \
label_A_black.png label_A_white.png compose_under.png
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The important thing to note is that the size of the background is preserved
while the overlays position relative to the background can be modified, and is
clipped by the background. This is what makes this operator such a important
and useful operator to know.
The "
-tile" setting of
"
composite" also makes this form of 'over' very useful as a way
to tile underneath a image. For example lets tile the built in checkerboard
pattern underneath the shadowed letter we just created.
composite -compose Dst_Over -tile pattern:checkerboard \
compose_under.png compose_under_tiled.jpg
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Src ('crop' to background image dimensions)
This operator just completely replaces the background image with the
overlay image. The colors and transparency in the background is completely
junked, leaving a blank image the same size as the original destination, over
which to apply the source image.
But, what good is that?
Well two things. First you are effectively replacing the background image
with the source image, but preserving all the meta-data associated with the
original background image. That is the image changes, but the meta-data does
not.
The other aspect of this is that the size of the final image does not change
even though the image content itself has. That is, the resulting image has
the same size as the original background. As such you can effectively use
this operator to either crop or add a border to the source or overlay image so
that becomes the same size as the given background image (along with the
background meta-data!
For example suppose you want to make a plasma image and clip it so it is the
same size at the built-in rose image. This will let you do it, without
needing to know just how big the rose image really is.
composite -compose Src -size 100x100 plasma:tomato-dodgerblue \
rose: compose_crop.gif
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Of course the above is equivalent to a "
-crop" of the plasma image, not a
'resize'. But also the original images meta-data is also preserved.
If the overlay is smaller, then the rest of the background image is replaced
with transparency to fill it out. Please note however that the background
must have an alpha channel, or it will fill the extra space with black (the
color that '
none' or '
transparent' has without any
alpha channel).
composite -compose Src -gravity South \
hand_point.gif rose: -matte compose_expand.gif
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Copy (copy or replace image simply)
This operator is not strictly part of the 12 'Duff-Porter' compose methods,
(which is why it was not on the chart above), but it is very important
nevertheless. It works exactly like the "
Src" compose method,
but it does not touch the background image outside the overlaid area. That is,
it limits its copying abilities to just the area overlaid and nothing else.
This allows you to crop out a small section of a large image, work on the
smaller image for speed, then 'copy' the results back onto the larger image
without touching the other areas of that image. This in turn allows you to
optimize image processing of very very large images.
Here is the same example I used above, but using '
Copy' instead of '
Src', showing
how IM will not waste time clearing out the rest of the background as demanded
by the 'Duff-Porter' algorithm.
composite -compose Copy -gravity South \
hand_point.gif rose: -matte compose_copy.gif
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This operator is also very similar to '
Over', except that the transparency of the source image is also
copied, replacing the background image completely. If their is no
transparency, it would then be exactly like '
Over'.
How it actually works is that is that internally it uses a special composition
control setting that tells IM, to not modify the parts that are not overlayed.
As of IM v6.5.3-4 this control setting can be set by the user, and is known
as "
compose:outside-overlay" and you turn it off by setting it to
"
false". For example here is an equivelent to the
"
-compose Copy"...
convert rose: hand_point.gif -matte -gravity South \
-set "option:compose:outside-overlay" "false" \
-compose Src -composite compose_copy_src.gif
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Dst (a 'no-op' compose)
This operator basically does absolutely nothing. The source, or overlay image
is completely ignored, and the destination or background image is left
completely unchanged.
The methods real use, is as a means of 'turning off' a alpha composition
operation, in other image operators.
For example here we use the
Frame Operator to
frame our rose image (with a transparent background) but then used a
"
-compose Dst" to prevent the image from being added to the
frame. In other words, we only used the rose to set the size of the internal
frame in the result. The frame and only the frame was the result.
convert rose: -matte -mattecolor Gold -bordercolor none \
-compose Dst -frame 7x7+3+2 compose_frame_dst.gif
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The "
-matte" operator in
this command is needed to ensure an
Alpha
Channel is available, or you will end up with a black middle, rather than
a transparent one. The "
-bordercolor" in turn defines the color inside of the frame which
is usually placed underneath the source image.
The '
Dst' method can also be useful in a
script to disable an alpha composition in a large an complex command, without
needing to create two different IM commands.
Dst_In (or 'mask' the background with source)
The '
Dst_In' method is like using the source image as a '
Copy_Opacity' mask for the background
image. It will cut out the overlay images shape from the background image,
like a cookie cutter which cuts out a cookie shapes from cookie dough.
For example lets use the fancy 'A' from above as a mask to cut out its shape
from the rose image.
composite -compose Dst_In -gravity center \
label_A_white.png rose: -matte compose_mask.png
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Unlike '
Copy_Opacity' method, you
can NOT use a greyscale image as the mask, as only the overlay images alpha
channel is used in this operation. Any color in the overlay is completely
ignored.
Dst_Out (or a 'erase' operation)
Using the 'cookie dough' analogy of '
Dst_In', the result of the '
Dst_Out' method is
the dough that was left behind once a cookie has been cut out.
It can be used to cut holes, or take bites out of the background image using
the shape of the overlay. Any color in the overlay is again completely
ignored.
composite -compose Dst_Out -gravity center \
label_A_white.png rose: -matte compose_erase.png
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The mathematical formulae of these two compose methods are designed explicitly
so that if you use '
Dst_In' and '
Dst_Out' on the same set of images, you can fit
them back together (using '
Plus' method)
just like a jigsaw puzzle.
For example here we 'add' (using '
Plus'
composition) the last two images we generated above. This image is exactly
the same (to the pixel) as the original '
rose:' image.
composite -compose Plus compose_mask.png compose_erase.png \
compose_rejoin.png
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Erasing part of an image is not an easy task in any graphics program. For
example a "
-draw"
operation can only add color to an image. It will not remove color once it has
been applied to your canvas. Think of a painter who is painting some
advertising on a glass door or window, he can add paint, but he can't remove
paint, by painting over it.
By drawing the shape you what to erase onto a transparent canvas, you can then
use '
Dst_Out' to then remove it from your
working image. It's a bit like our painter carefully wiping off wet paint with
a specially shaped rag. The shape can be used to remove all, or some of the
color, making it either fully or semi-transparent, as the case may be.
For example suppose you wanted to draw a crescent moon symbol on a transparent
canvas. This alpha composition method makes this difficult shape, easy to
draw, by just overlaying two circles.
convert -size 70x70 xc:none -fill white -draw 'circle 35,35 35,5' \
\( -size 70x70 xc:none -fill black -draw 'circle 28,30 35,5' \) \
-matte -compose Dst_Out -composite moon_crescent.png
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The second image must be created and drawn in parenthesis. If you don't
you will find that "-draw" will draw onto BOTH the overlay image AND your original
background, which is obviously wrong.
If you did not use parenthesis, you will find a circle of semi-transparent
black pixels around the erased part of the image. I know it happened to me
while creating this example, much to my own annoyance.
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ATop ('Over', but clip to background image)
Like '
Over' but limit the result to the
original shape of the background image. In other words the alpha channel on
the destination is unchanged, but the image colors are overlaid by any
non-transparent parts of the source image.
If the background image is fully opaque (no transparency), this operation will
act exactly like a normal '
Over'
composition. It only differs when the background contains transparency, which
also clips the overlay.
What makes this useful is for overlaying lighting and shading effects that are
limited to the object (shape) of the destination.
For example say we have a red circle while want to add a highlight on it as if
it is a 3 dimension ball. Well we can create the circle, and the highlight
then overlay the highlight using 'ATop' to
limit it the the circle itself.
convert -size 70x70 xc:none \
-fill red -draw 'circle 35,35 10,30' red_circle.png
convert -size 70x70 xc:none -draw 'circle 35,35 35,20' \
-negate -channel A -blur 0x8 red_highlight.png
composite -compose ATop -geometry -13-17 red_highlight.png \
red_circle.png red_ball.png
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This is different to the '
In' or the '
Dst_In' compose methods, as both images can contain a transparent
shape. Only the parts which are 'above' the destination or background image
is overlaid.
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The creation of the white highlight was done using a "-negate" to ensure the
whole image is actually white. This was used to avoid a major bug in the
"-blur" operator,
which has now been fixed in IM version 6.2.4. See Blur with Transparency Bug for more
details of this old bug.
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In a similar way we can continue this to add a fuzzy shadow to our ball,
clipped to the boundaries of the ball itself, so that it looks even more 3-D
like. I'll leave it as an exercise to the reader to figure out how the
following command achieves this result.
convert moon_crescent.png -fx 0 -channel A -blur 0x7 \
red_ball.png +swap -compose ATop -composite red_ball2.png
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With a little more care with preparatory images the above image can be made
even more realistic, but for showing the usage of this compose method, it
isn't bad.
Further examples of using '
ATop' compose
method, can be seen in
Generating 3-D
Logos.
Clear (Clear the Background. Ignore overlay image)
This is an unusual compose method that essentially ignores the overlay image
completely, and just clears the background image.
This makes it an ideal method of creating a transparent or black canvas, the
same size as the background image, for complex projects. As the overlay image
is not used, a single pixel "
null:" image is a good overlay to
use.
composite -compose Clear null: rose: -matte compose_clear.png
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Of course, the "
-matte"
operator (while not needed in this case) ensures the background has a
matte/alpha channel to it to clear the destination image to.
If you specifically turn off the matte channel you get a black canvas, due to
the mathematics involved.
composite -compose Clear null: rose: +matte compose_black.png
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With the special control option "
compose:outside-overlay" you can
limit this clearing to just the area overlaid, regardless of if the overlay
image contains transparency or not. For example.
convert rose: hand_point.gif -matte -gravity South \
-set "option:compose:outside-overlay" "false" \
-compose Clear -composite compose_clear_limited.gif
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Xor (Clear the area shared)
This is a very strange and little used composition method. What it does
is to overlay the two images together, but then clear the area that overlapped
back to transparency.
convert -size 60x60 \
\( xc:none -fill blue -draw 'circle 21,39 24,57' \) \
\( xc:none -fill red -draw 'circle 39,39 36,57' \) \
-compose Xor -composite compose_xor_2.png
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Things get even more interesting when a third image is xored on the above
results.
convert -size 60x60 compose_xor_2.png \
\( xc:none -fill green -draw 'circle 30,21 30,3' \) \
-compose Xor -composite compose_xor_3.png
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As you can see, overlapping multiple images, can produce some wonderful
effects, where any even number of images overlapping will be clear, while and
odd number of overlay will result in the last image overlaid showing though.
FUTURE: Xor effects on semi-transparent images get extremely weird.
Explore this and create a example demonstrating this weirdness.
Mathematical Compose Methods
This group of compose methods lets you perform mathematics with the images.
While this may not seem very useful. But for low level manipulation of images
they allow you to do things which you would not normally think of.
The first thing to note is that they are rarely used with images involving
transparency. But if they are applied to such images almost all of them
produce an 'Over' blending. That is the areas of overlap will have the
mathematical operation applied to them, while any non-overlaped areas will be
a copy of the source or background image, as appropriate.
This not only applied to all mathematical operators, but also to
Shading Operators (new section) which are simply fancier forms of
mathematical operators.
If you like to know more about the mathematical formulas for these compose
methods see the definations in
SVG composition
guide (2009), also in
Pegtop Blend
Modes and
SimpelFilter Photoshop Blend Modes.
The special gradient image you can see to the right of each of the following
operators, defines the operator in terms of how it effects the color values.
It is produced by composing two gradient images, in something very simular to
the following...
composite gradient_src.png -compose Multiply gradient_dst.png \
gradient_result.png
|
Basically if you user the color value of the overlay (source) pixel
vertically, and the background (destination) pixel horizontally, you can look
up the value that will result from applying that operator with those values.
Each channel value (Red, Green, Blue), in whatever
ColorSpace the images are in, will be
applied completely separatally to each other.
In the above example, you will see that '
Multiply' will generally
make images darker, and that any black value (0) in either input images will
produce a black result. Something that can be very useful (see next).
Multiply (make white transparent for diagrams/text)
Is one of the more useful but under-rated compose methods, and is a simple
multiply of the two images.
Its formula is of course:
Src*Dest
This means that if one of the images is pure white, the result will be the
other image. On the other hand if one image is black the result will be black.
Between these extremes one image will darken the destination image by the
amount given.
Note that this will only darken images, it will never brighten it. That is it
'attenuates' an image toward black, which makes this compose method
a '
Burn' style of composition.
convert label:Rose label_white.gif
composite -compose Multiply -gravity center \
label_white.gif rose: compose_multiply.gif
| |
|
This method works very well in a lot of situations, but is especially good
when one of the images images is basically basically black (or greyscale)
lines on a mostly white background, such as text images. If both images
contains regions of color, then you may get unusual results.
In other words. this technique is perfect for overlaying images and other
diagrams directly onto line drawings wit ha white or very light colored
background.
For example I needed to add some diagrams to a page of text which was to be
included into a ray-traced image. You can see this page, in the image results
on my
Studies in Polyhedra.
Given two grey scale image masks, multiply is also a good way to erase parts
of an image to black based on some mask. It does this linearly, so the mask
can be a greyscale image rather than a purely Boolean on/off image. See
Mathematical Masking.
Multiplying an image with itself is actually a useful technique to produce a
squared darkening of an image, so bright colors remain prominent, but other
colors become darker. Actually this is equivelent to a
Gamma operator with a value of "
0.5",
or a
Evaluate PowerOf operation with
a value of "
2.0".
This is used for example for a
Star
Generator, to produce a more realistic distribution of star intensities.
Or it can be used on satellite cloud images before overlaying the result on a
geographical map.
Screen
(make black transparent for diagrams/text)
This is almost exactly like '
Multiply'
except both input images are negated before the compose, and the final result
is also then negated again to return the image to normal.
That makes its formula:
1-(1-Src)*(1-Dest)
This means that if one of the images is pure black, the result will be the
other image. On the other hand is one image is white the result will be white.
Between these extremes one image will lighten the destination image by the
amount given.
Note that it will only make an image brighter, never darker. This is a style
of composition known as '
Dodge' composition.
The composition method perfect for overlaying white text on black backgrounds
onto other images...
convert -background black -fill white label:Rose label_black.gif
composite -compose Screen -gravity center \
label_black.gif rose: compose_screen.gif
| |
|
See
Mathematical Masking for and example of
using this to overlay a white shape on an image.
Bumpmap (greyscale multiply)
The '
Bumpmap' method is essentially
exactly the same as '
Multiply', except
that the source image is converted into grey-scale before being overlaid. In
other words it will darken the image anywhere the source image is dark.
You could think of this as sort of 'multiply by intensity' type operator.
For example...
composite -compose Bumpmap -gravity SouthEast -geometry +3+3 \
hand_point.gif cyclops.gif -matte compose_bumpmap.gif
| |
|
Note how the "
hand_point.gif" image is grayscaled before
applying.
Its original purpose is to add texture (like a paper or fabric texture) to
images. However as it can only darken images, it is not as useful as the
'
HardLight' method which can both
lighten and darken images (see below).
Divide (removing shading effects)
Basically the destination image is divided from the source image. However as
color values are thought of as always between 0.0 (black) and 1.0 (white) this
will in fact brighten the source image by the amount of black that
appears within the source image.
That makes its formula:
Src / Dest .
Note the order of the images, as it is very important!
  |
Remember that the order of the images is as if you are reading the
"composite" command line. That is "Src OP Dest". So
this "-matte" method
acts as if you are reading
" Source Divided_By Destination "
making the destination image the divisor.
However in "convert" the order is swaped. so that the
divisor image much be given before the numerator!
|
The source will always be brightened, by the amount of darkness that exists in
the destination image. If the destination image is pure white, the source
image will be left unchanged (assuming both images are the same size).
Now this may sound weird but it is actually a very useful operation. It means
you can effectively remove dark patches from an image caused either by
lens vignetting, bad scanning, or tinting caused by age.
For example here I have a image of some hand written text which was very
roughly scanned (using a digital camera without flash, then reduced in size to
remove digital noise). The paper had faded edges, and as a flash was not used
the background is very dark, and has shading effects because the paper wasn't
completely flat.
Just normalizing the image to enhance the contrast of the image doesn't help
to remove the edge coloring or other shading effects.
convert text_scan.png -normalize text_scan_norm.png
|
However by blurring the image to remove the lines, and then dividing that from
the original, we effectively remove all the gross shading effects from the
image.
convert text_scan.png \( +clone -blur 0x20 \) +swap \
-compose divide -composite text_scan_divide.png
|
The result is that the background color is turned white.
As you can see it is a lot clearer that just normalizing it. Though some of
the anti-aliasing was also removed. Some extra adjustments could have been
made to the divisor image, but it is very close to what was wanted.
This technique is also used in the
Removal
of Vignette from images.
Using smaller blurs can produce an alturnative means of generating artistic
outline images, such as shown in
Coloring In
Outline Images.
This operator could be combined with a background gradient generator, such as
Sparse Color Gradients to generate
better 'divisor' images, than just simply blurring the whole image.
The '
Divide' is actually the same as the
'
Color_Dodge' method, but with the
divisor image negated, and used as the source image. This may be easier to
apply in some cases. See '
Color_Dodge' for examples of equivalent command.
Plus (Add colors together to form a blend)
Basically adds the colors of the overlay to to the background. In essence
causing the two images to blend together equally.
Its formula is naturally:
Src + Dest
Note however that if the added colors overflow the color limits, the color
will be clipped by the normal color range limits. This is why half the image
in the resulting gradient image is pure white, as these values were clipped
at their maximum value. Caution is recommended to ensure that images are
not clipped if that is not wanted.
The operator has a number of major uses.
Merging together images which contain separate channle colors, but where only
the individual channel has color. For example...
convert -size 60x60 xc:none -fill red \
-draw 'circle 30,21 30,3' compose_R.png
convert -size 60x60 xc:none -fill lime \
-draw 'circle 21,39 24,57' compose_G.png
convert -size 60x60 xc:none -fill blue \
-draw 'circle 39,39 36,57' compose_B.png
composite -compose plus compose_R.png compose_G.png compose_plus_RG.png
composite -compose plus compose_R.png compose_B.png compose_plus_RB.png
composite -compose plus compose_G.png compose_B.png compose_plus_GB.png
composite -compose plus compose_R.png compose_plus_GB.png \
compose_plus_RGB.png
|
  |
Due to IM's compliance to the SVG standard, 'green' is not a true green
color (like it is in X11 color names) but a dark or half bright green.
A true RGB green can be specified with the color 'lime' as we
have done in the above example.
|
It is also used as a mathematical operator to add together separate gradient
images. For example in calculating a 'manhatten'
Difference Images, or in
Gradient Mathematics.
'
Plus' is sometimes used to add white text to
an image. This is NOT correct usage, and may result in some anti-alias
inconsistencies. The better way is to use the '
Screen' compose method. This uses a multiplication rather than a
additive method of increasing brightness.
Plus - Special blending Operator
What makes the 'Plus' more imporatnt is that
it is one of a very few mathematical operators that implements a different
blending function than 'Over' blending. It
not only simply 'adds' the colors, but it also 'adds' the alpha channel
values, and is about the only operator that does this.
This is important as it allows the joining non-overlaping masked images
together. for example see the merging of Dst In and Out
images.
It also allow you to use transparency to generate a weighted average or
Blend two images together.
If it wasn't for this special blending method of '
Plus', these special transparency handling techniques would not be
posible.
  |
The 'Linear Dodge' compose method
is is equivelent to 'Plus', but using the
'Over' alpha blending.
That is with no transparency, these two operations are equivelent...
convert image1.png image2.png -compose Plus -composite result.png
convert image1.png image2.png -compose LinearDodge -composite result.png
|
This is how 'Photoshop' implements 'Plus'
|
Add (Modulo-Plus)
The '
Add' composition is exactly the same as '
Plus' except that when the resulting color goes
beyond white, it is wrapped around (modulus) back to black.
For example if we add two grayscale gradients, the brightest colors will be
wrapped to form a second gradient.
convert -size 60x60 gradient: gradient.png
composite gradient.png gradient.png -compose Add compose_add.png
| |
|
This Modulus-Add type of composition can be used to produce some very
interesting gradients such as.
composite gradient.png \( gradient.png -rotate -90 \) \
-compose Add gradient_diagonal.png
| |
|
And multiple modulus additions can make venetian blind type repeated
gradients.
convert gradient.png \( +clone +clone +clone +clone \) \
-background gray50 -compose Add -flatten gradient_venetian.png
| |
|
Which produced a gradient which was repeated 5 times. Note how I used a
background of '
gray50' to effectively 'roll' the gradient half a
modulus cycle forward.
Minus
This is an mathematical oddity in the math compose methods, The result is an
image in which one image is subtracted from the other.
Its formula is:
Src - Dest
However the opaqueness of the pixels are also subtracted (if present), as such
you will not see the result unless you also turn off the images matte channel.
For example lets subtract one circle from the final result of the
'
Plus' operation above.
composite -compose minus compose_plus_RGB.png compose_R.png \
compose_minus.png
| |
|
Note that while the above result looks the similar to a '
Out' or
a '
Dst_Out' method, in that it will
'erase' parts of an image, the colors are also effected. As such
do not
use it to erase parts of images.
We can see that colors were also effected, removing the red circle completely
from the source image, if we make all the pixels full-opaque. That is this is
a color and alpha channel subtraction.
composite -compose minus compose_plus_RGB.png compose_R.png \
+matte compose_minus2.png
| |
|
  |
The 'Linear Burn' compose method is
also used for color subtraction, but works by the user negating the image to
be subtracted.
That is with no transparency, these two operations are equivelent...
convert image1.png image2.png -compose minus -composite result.png
convert image1.png -negate image2.png \
-compose linear_burn -composite result.png
|
With the first image being subtracted from the second.
Howvever this will use the more normal 'Over' alpha blending of
the transparent pixels, making it more useful for image mathematics.
This is how 'Photoshop' implements 'Minus'
|
Subtract (Modulo-Minus)
The '
Subtract' operator is basically
exactly the same as '
Minus' except that it
is a modulus subtraction, so that subtrating 'white' from 'gray' will result
in the original 'gray', and not black, as the values wrap back around.
As side effect of this subtracting the transparency channel will also have
wierd effects, resulting in different parts of the image being made
transparent and opaque in a seeming uncontroled way.
composite -compose subtract compose_plus_RGB.png compose_R.png \
compose_subtract.png
| |
|
As with all mathematical operators it is probably best to handle transparency
separatally to the color channels, with some care so that you get the results
you are actually expecting.
Difference
(image compare, and selective negate)
The resulting image is the absolute difference in the color values.
Its formula is:
abs(Src - Dest)
The difference between the colors '
black' and
'
white' difference will produce a maximum result of white. While
any colors which are the same will produce black. Basically a simple form of
image comparator.
The more common use of this composite method is for comparing two images of
the same size to see how they differ, and even produce a percentage of that
difference.
This operator is typically used to generate
Comparison Difference Images.
The operator also can be used to selectively negate an image. Overlaying
black has no effect on the background, while overlaying white, negates the
colors in the image at that location.
For example lets negate half the rose image.
convert -size 2x1 pattern:gray50 -scale 70x50\! black_n_white.gif
composite black_n_white.gif rose: \
-gravity center -compose difference compose_negate.gif
| |
|
Exclusion
(image difference excluding greys)
Its formula is:
Src + Dest - 2*Src*Dest
This is sort of an averaged difference. White on white will produce black (no
difference), the same with black on black. However grey on grey will produce
a grey result. White and black naturally still produce white (maximum
difference).
Another way of looking at this is that bright image regions cause inversion to
the respective other layer, very dark regions change nothing at all. In this
fact, the compose method is the same as '
Difference' (see previous).
One use for this operator is to multiply 'biased gradients' such as used for
Displacement Maps. These are
gradients where a 50% gray value is thought of as being 'zero' with darker
colors representing a 'negative' value, and lighter colors representing a
'positive' value, with the values ranging from -1 to +1. See
Multiply Biased Gradients, for
details.
Another use of this compose method submitted by Joe Fry, was a way to merge
multiple difference images together. That way that the final image shows the
changes of all the images, not just between two images. That is given images
A, B, C, then use difference for A,B and B,C then use exclusion on those
results so that you get one image showing how all three images changed.
This method is also related to how
Xor composition
blending operator handles the alpha transparency values in images.
Lighten and Darken
(select color based on brightness)
Compare the source and destination image color values and take the respective
lighter or darker value.
| The formula for Lighten is:
| If Src > Dest
| then
| Src
|
|
| else
| Dest
|
For darken invert the result of the comparison.
A typical use of 'Lighten' is to compose
a blurred version of the original image, so that the 'highlights' in the
original image get a soft glow about them, while dark parts are not similarly
blurred. For one example see Polar
Distortion Tricks.
Example needed...
Unfortunately these operators work on each RGB channel separately, and as
such this could result in some color distortion.
To avoid this color distortion problem, you should probably select the
lighter/darker color based on overall color intensity.
Specifically, create a gray-scale image of the two images and '
Lighten' or '
Darken' them as appropriate, You can now use a '
Change_Mask' to compare that result with one of
the gray-scale images used for this comparison. This 'mask' then be used
select which color comes from which of the original colored images.
  |
Note that "Gimp", "Photoshop",
"PhotoLine", "Paint Shop Pro", all compare
channels directly just like IM. However "Photo-Paint"
compares the images by color intensity, and uses that to decide which
image to select colors from, thus preserving color integrity. On the
other hand "Picture Publisher", and
"PhotoImpact" use the color lightness (as defined by the HSL
colorspace) for the comparison.
|
FUTURE: create a 'intensity' version of 'Lighten' and 'Darken'
Shading Composition Methods
-- Light, Dodge, Burn
These methods modify the colors of image in highly complex ways, and are
typically used to adjust the shade or intensity of the image, to make some
areas brighter and others darker, in various ways. Because of this when using
one of the images is usally a grayscale overlay of some sort.
- These fall into three sub-catagories of related operators.
- 'Burn', which generally only darkens images.
(like '
Multiply)
- 'Dodge', which generally brightens images.
(like '
Screen)
- 'Light', which both darkens and lightens images based on the
the darkness and brightness of the at least one of the images.
Generally one of the images will consist of either a color pattern or photo,
while the other is a grey-scale image that is being used to brighten or darken
the image appropriatally. Which image should be the color, and which
gray-scale, is unfortunatally debatable and depends on how the method was
implemented. There is no standard in this regard.
As a consequence of this many users do not understand or mis-use the
operators, and even a guide on correct usage is practically non-existant.
Overlay (add color to a greyscale object)
This compose method is very unusual in that it has been designed to both
'
Multiply' (darken) and '
Screen' (lighten) at the same time. Which method
chosen is selected by a 50% cut-over.
| Its formula is:
| If Dest <= 0.5
| then
| 2*Src*Dest
|
|
| else
| 1-2*(1-Src)*(1-Dest)
|
The result is a special compose method which preserves any pure white and
black (highlights) that is present in the destination image, while tinting the
mid-tone greys of that mage by the colors found in the overlay image.
That is given a grey-scale image as the destination, this operator will color
that background using the source image, preserving any shadow and highlighting
effects that was present in the destination.
convert -size 64x64 gradient:yellow-blue gradient_yell-blue.jpg
convert -size 64x64 gradient: -rotate 90 gradient_grey.jpg
convert gradient_grey.jpg gradient_yell-blue.jpg \
-compose Overlay -composite compose_overlay_gradients.jpg
|
As you can see the mid-tone grays of the gradient image was colored
with the colors of the image provided.
This method, unlike '
Multiply' or
'
Screen', is not associative.
convert gradient_yell-blue.jpg gradient_grey.jpg \
-compose Overlay -composite compose_overlay_gradients2.jpg
|
However just swapping images like this is actually what the '
Hard_Light' composition method (see below),
does. The only difference between them is which image is used for the
destination image, and thus which image contains the size and extra image
meta-data.
This tinting or adding color to mid-tine greys, makes this method perfect for
adding color to the output of the "
-shade" operator. However you need to be very careful to generate
a perfect mid-tone grey from that operator. See
Shade Overlay Highlights for details.
For example given a circle, we can shade it to produce 3 dimensional effects,
then tint the result with the original image, to restore the original colors.
convert -size 64x64 xc:dodgerblue \
-draw 'fill skyblue circle 32,32 7,27' circle_blue.jpg
convert circle_blue.jpg -shade 120x30 circle_shaded.jpg
composite circle_blue.jpg circle_shaded.jpg \
-compose Overlay circle_shaded_tinted.jpg
|
For an more practical example of using the '
Overlay' method in this way, see the "levels_3d" image on the
Background Generator Examples page.
The biggest problem with this compose method is that any transparency in
either image will not be preserved. That is what is visible in either image
will be visible in the result.
As overlays using this method generally have no transparency, it usually means
you may need to do some extra steps to restore the transparency of the
destination or background image. For examples of doing this see
Overlay Color Tinting. Or a more practical
but complex example in
Better 3-D Logo
Generation example.
  |
Up until IM version 6.1.6 the 'Overlay' compose method was broken in that
it would only produce pure black or white results (most likely you would
only get a pure black result). Consequently IM users had little
understanding of this operator. Hopefully this will now change.
|
Hard_Light
(add texture or highlight/shadow to an image)
This is exactly the same as '
Overlay'
except the source and destination images are swapped.
| Its formula is:
| If Src <= 0.5
| then
| 2*Src*Dest
|
|
| else
| 1-2*(1-Src)*(1-Dest)
|
So while '
Overlay' can be thought to
added color to a gray-scale shaded object, '
Hard_Light' can be thought of as adding highlights to a colored
image. The result is basically the same, just with the source and
destination images swapped.
A typical use of this composition method is to add 'texture' to an existing
image.
For example, here I adjust the colors of the "
rose:" built-in
using a "
granite:" texture (after centering its histogram and
muting its effects)...
convert rose: \
\( granite: -blur 0x.5 -normalize -fill gray50 -colorize 70% \) \
-compose hardlight -composite compose_hardlight.jpg
| |
|
Note that overlaying pure black or pure white will result in the destination
image being pure black or white, in those areas. As such you may like to
remove the contrast of a overlaid texture (such as the use of "
-colorize" in the above) to
mute the effects of such extreme colors.
Of course if you want to add both extreme highlights (like a reflected
light) or dark shadow effects to an existing image, using the one operation,
thea this operator is ideal for your purposes.
For another better example of this see
Overlying
a Texture in the
Photo Cookbook.
Soft_Light
(softer highlighting of an image)
The '
Soft_Light' compose method will also add highlights
and shadows to an existing color image. However the colors of the destination
image is modified so as to produce a softer contrast to the colors.
However it is more closely related to the
Overlay
composition, than to
Hardlight. Whether this is
intensional or not is unknown, but it means you are better composing the main
image onto the shading image, rather than visa-versa. :-(
For example here is the a '
Soft_Light' texture mapping.
convert rose: \( granite: -blur 0x.5 -normalize \) \
-compose softlight -composite compose_softlight.jpg
| |
|
As you can see, even with a normalized "
granite:" image, the
color changes are softer and less intensive than that of '
Hard_Light', or even '
Overlay'. However you also will never get any
pure black shadow or pure white highlights, added to the resulting image.
Basically '
Soft_Light' has a softer
texturing effect, which preserves the original coloring of the image.
Here I show the color change limits achieved as a result of using pure black,
white and gray color overlays.
convert -size 46x70 gradient: -rotate 90 \
-ordered-dither threshold,3 grayscale_3.gif
composite grayscale_3.gif rose: -compose softlight compose_softlight_2.gif
| |
|
If you had done this with '
Hard_Light'
the sides of the image would be pure black and white, rather than just a 50%
darkening or brightening.
  |
Before IM v6.5.4-3 'Soft_Light' did
not work as expected, producing a brightening for any non-gray shade image
overlay. In actual fact I confirmed that it was implemented correctly
according to the offical 2004 SVG specification.
Unfortunatally it was the specification not the implementation truned out
incorrect, a fact that was only fixed in the March 2009 SVG specification. As such for IM v6.5.4-3 and later this
operator now work as you would expect a light shading operator to work.
|
Pegtop_Light
(a smoother variation to soft light)
While '
Soft_Light' is much smoother
than either '
Hard_Light' or '
Overlay', it is still actually based on two
seperate functions joined together. The '
Pegtop_Light'
method produces a near identical result as '
Soft_Light', but uses single smooth function, without any
discontinuation, not even the minor, hard to see one used in '
Soft_Light'. because of this it is actually
much simplier and faster.
Its formula is:
2*Src*Dest
+ Src2*(1 - 2*Dest)
For details see the
Pegtop
SoftLight Alternative page.
  |
The 'Pegtop_Light' compose method
was added to IM version 6.5.4-3.
|
Pin_Light
The '
Pin_Light' function is designed to better preserve
the mid-tones of the destination image, restricting its shading to the lighter
and darker overlay shading. Supposedly this simulates the harsh and sharp
lighting changes that result from a tiny pinhole light source, rather than
a more diffuse 'softer' light source.
| Its formula is:
| If | Dest < 2*Src-1
| then
| 2*Src - 1
|
|
| elif
| Dest > 2*Src
| then
| Dest
|
| |
| else
| 2*Src
|
  |
The 'Pin_Light' compose method
was added to IM version 6.5.4-3.
|
Linear_Light
(A very simple but strong shading scheme)
This is another image shading method, but one that very sensitive to the
overlayed shading image. It has much larger zones of pure black and white
limits.
Its formula is:
2*Src + Dest - 1
While it is a continuious function, it could really be considered
a combination of 'LinearDodge'
(equivelent to a 'Plus composition) and
'LinearBurn' (which is an offset
'plus' sometimes used to subrtact images).
  |
Before IM v6.5.4-3 'Linear_Light'
was proved to be incorrectly implemented.
|
Vivid_Light
(a varient of Linear Light)
The 'Vivid_Light' method is the same as that implemented
in Photoshop 7, and is basically a minor refinement on the 'Linear_Light' method. What it does is avoid
shading the extremes, so as to make strong primary colors in the images more
'vivid'.
| Its formula is:
| If Src <= 0.5
| then
| 1-(1-Dest)/(2*Src)
|
|
| else
| Dest/(2*(1-Src))
|
  |
The 'Vivid_Light' compose method was
added to IM version 6.5.4-3.
|
Linear_Dodge
(Photoshop 'Add' Compose)
If you compare the gradient image (right) for 'Linear
Dodge' with that of 'Plus' you
will find that for two opaque images they have the exact same effect. However
the two operators differer in how they handle semi-transparency. For details
see Plus Blending.
Its formula is of course: Src + Dest
That is with no transparency, these two commands are equivelent...
convert image1.png image2.png -compose Plus -composite result.png
convert image1.png image2.png -compose LinearDodge -composite result.png
|
The method is equivelent of the Photoshop composition mode of the same name.
  |
The 'Linear_Dodge' compose method
was added to IM version 6.5.4-3.
|
Linear_Burn
(A Photoshop 'Subtract' method)
The 'Linear Burn' compose method is a sort of a 'Add Minus
One' composition, to produce the same result as if you negated all the input
and output images of a 'Linear
Dodge' or 'Plus' compose method.
Its formula is: Src + Dest - 1
In Photoshop this is not only known as 'Linear Burn' but also as
'Subtract'. That is because if you Negate one of the input images (such as the source image), that image is
subtracted from the other image. That is
(1-Src) + Dest - 1 ==> Dest - Src
That is with no transparency, these two commands are equivelent...
convert image1.png image2.png -compose minus -composite result.png
convert image1.png -negate image2.png \
-compose linear_burn -composite result.png
|
With the first image being subtracted from the second.
However it is different to the more direct IM 'Minus' coposition method, in that 'Linear Burn'
will use a 'Over' alpha blending method for handling
transparency. See Plus Blending for details.
  |
The 'Linear_Burn' compose method
was added to IM version 6.5.4-3.
|
Color_Dodge
(protect from light exposure)
This composition method uses the source overlay image as a mask, that sort of
protects the background image from "light exposure" over long periods of time.
The parts exposed to a lighter mask is made lighter, (or dodged), while
black areas produce no change.
You could think of it as a placing some object on top of an image for a very
very long time.
A pure black overlay covers the background from all changes, while a pure
white overlay will make all the background colors white, except the pure
black.
Its formula is: Dest / (1-Src)
  |
In actual fact 'ColorDodge'
and 'Divide' can produce the same
results, though they require the image being used as a 'divisor' to be
negated, and used as a 'source' image instead of as a 'destination' image.
This can make 'ColorDodge' a useful
alturnative method of dividing images.
For example...
convert image_A image_B -compose Divide -composite image_C
convert image_B \( image_A -negate \) -compose ColorDodge -composite image_C
|
Here "image_B" is being divided by "image_A"
to generate "image_C".
|
Color_Burn
(protect from light exposure)
This is the reverse of 'Color_Dodge', equivalent to
inverting all the input and output images. The result is that that the
background image is darkened by a dark masking image, while white produces no
darkening.
Its formula is: 1 - ( (1-Dest) / Src)
  |
This operator can also be used to 'Divide' two images.
convert image_A image_B -compose Divide -composite image_C
convert image_B -negate image_A -compose ColorBurn -composite -negate image_C
|
Here "image_B" is being divided by "image_A"
to generate "image_C".
|
  |
Before IM v6.5.4-3 'Color_Burn' was proved to
be incorrectly implemented.
|
Channel Copying Methods
These image composition methods are designed to transfer image channel
information from one image to another. It however makes some assumptions
about the image from which the 'channel' is being copied. I suggest you read
the sections Image Color Space and
Color Channel Operators to understand
how IM represents image color channels in memory before using them.
The most useful channel copying composition methods is 'Copy_Opacity' (see below). It is about the only way to
simply replace (or add) just the alpha channel to an existing image using a
separate greyscale mask image.
Copy_Opacity
(Set transparency from gray-scale mask)
The original purpose of the 'Copy_Opacity' operator was to copy the transparency channel of the
source image into the destination image, to set that images transparent parts.
But this more commonly done using Duff-Porter operators, which are
specifically designed for compositing images with alpha transparencies.
For example if the destination is fully-opaque, which is typical for what this
operator is used for, then either 'Dst_In',
or even 'Dst_ATop' operators will achieve the same result.
So why is the 'Copy_Opacity'
operator so important, when their are alternatives?
The answer is how this operator handles a special case. When the overlay
(source) image has no matte (alpha or matte) channel, then this operator will
treat it as a simple grey-scale image mask. That is it will replace any
existing alpha channel (actually a negated matte channel) of the image
with the greyscale image given.
In summary anything that is black in the gray-scale image will be thought to
be fully transparent, and white fully-opaque.
This is so important, and so commonly used, I will make it a rule of thumb...
Images using this operator should NOT contain any alpha channel.
You can ensure that the images do not have any alpha channel by always using a
"-alpha Off" method, or
using the older less clear plus form of the "+matte" operator, on both input
images before compositing using 'Copy_Opacity'.
For example, lets make a grey scale moon image (which is easy to draw), then
use it as a mask for a blue plasma gradient,
to produce a nice mottled looking blue moon.
convert -size 70x70 xc:black -fill white -draw 'circle 35,35 35,5' \
-fill black -draw 'circle 28,30 35,5' \
moon_mask.gif
convert -size 70x70 plasma:white-dodgerblue moon_mask.gif \
-alpha Off -compose Copy_Opacity -composite moon_gradient.png
| |
|
If your images has transparent components that that you do need to preserve,
then this is not the Alpha Composition operator you need. More than likely
you want to use 'Dst_In' instead, to
subtract the transparent areas of the source overlay from your destination (in
which case both images need a "-matte" channel added.
This operator is explained in even more detail in Using a Mask Image with Fonts and in Channels
- Erasing Parts of an Image. It is also used in many other examples
throughout these pages.
Copy_Red, Copy_Green, Copy_Blue
Copy the given color channel of the source image into the destination image.
As a gray-scale RGB image has the same data in all three color channels, these
methods can be thought of as copying a greyscale channel image to replace the
specified channel in the destination image. Much as the 'Copy_Opacity' (see above) can replace
the 'alpha channel' of an image with a greyscale image.
These channel copying methods are rarely used today thanks to the use of
various Color Channel Operators to
separate out and re-combine color channels via grayscale channel images.
Note that merging various grayscale gradient patterns, very interesting color
images can be generated using these operators. For some examples look at the
color gradient combinations in raw compose operator
tables.
Copy_Cyan, Copy_Magenta, Copy_Yellow
These are synonyms for the same methods in the previous section.
Basically as the 'Red' Channel in RGB images is also used as the
'Cyan' channel in the CYMK images. The same for
'Green' and 'Magenta' channels, and the
'Blue' and 'Yellow' channels.
Because of this copying the 'Cyan' channel is the same as copying
a 'Red' channel. What type of channel the image data is
representing depends on the Color Space
of the image in memory.
Copy_Black
This also just copies the 'Black' channel from source to the
destination, if it exists. However that channel only exists for CMYK images.
If the 'Black' channel does not exist this does nothing, which is probably a
bug. What it probably should do is copy a grey-scale 'Black' channel image,
to the black channel of the destination image (assuming that it exists).
Hue
(copy the hue of a RGB image to destination)
This operator copies the hue H of the source image to replace the hue of the
destination image, leaving the backgrounds saturation S and luminance L
(OR is it luminance Y?) unchanged.
This assumes both images are in RGB colorspace image. I have not tested this
with a non-RGB colorspace image.
Saturate
(copy the saturation of a RGB image to destination)
Copies the Saturation S from source to destination, (assuming the image is a
RGB colorspace image) leaving the color hue H and luminance L (OR is it
luminance Y?) unchanged.
This assumes both images are in RGB colorspace image. I have not tested this
with a non-RGB colorspace image.
Luminize
(copy the luminance of a RGB image to destination)
Copies the luminance L (OR is it luminance Y?) from source to
destination, leaving the color hue H and saturation S unchanged.
This assumes both images are stored using RGB colorspace. I have not tested
this with a non-RGB colorspace image.
Colorize
(copy the color hue and saturation to destination)
Copies the hue H and saturation S from source to destination, leaving the
color luminance L (OR is it luminance Y?) unchanged.
This assumes both images are stored using RGB colorspace. I have not tested
this with a non-RGB colorspace image.
Special Composition Methods
There are also a few special purpose composition methods that have been added
for one reason or another.
Mathematics
(User Defined Mathematical Compose Method)
This composite method takes 4 numerical values to allow the user to define
many different Mathematical Compose Methods.
The four arguments, "A", "B", "C", and
"D", define the formula...
A*Sc*Dc + B*Sc + C*Dc + D
where "Sc" is the source or overlay image, and "Dc"
is the background or destination image. All four values much be provided.
For example we could generate the equivelent of a 'Multiply' compose method using the values "1,0,0,0".
convert gradient_dst.png gradient_src.png \
-compose Mathematics -set option:compose:args 1,0,0,0 -composite \
mathematics_multiply.png
|
Simularly by looking up or figureing out the formula needed you can generate
other composition methods, such as...
Screen:
1-(1-Sc)*(1-Dc) => -Sc*Dc + Sc + Dc => -1,1,1,0
convert gradient_dst.png gradient_src.png \
-compose Mathematics -set option:compose:args -1,1,1,0 -composite \
mathematics_screen.png
| |
|
Or 'LinearLight' which is directly
defined using the arguments "0,2,1,-1"...
convert gradient_dst.png gradient_src.png \
-compose Mathematics -set option:compose:args 0,2,1,-1 -composite \
mathematics_linearlight.png
| |
|
Simularly you can generate other compose methods such as...
| Compose Method
| Mathematics Args |
Multiply
| 1,0,0,0 |
Screen
| -1,1,1,0 |
Exclusion
| 0,1,1,-1 |
Linear_Dodge
| 0,1,1,0 |
Linear_Burn
| 0,1,1,-1 |
Linear_Light
| 0,2,1,-1 |
Most other mathematical compose methods require either squares, square-roots,
division, or even multiple special piece-wise functions and conditionals,
which prevents them form being simply defined using a simple smooth polynomal
function this method provides.
Other interesting compose methods you can create include a expanded
alturnative to LinearLight...
convert gradient_dst.png gradient_src.png \
-compose Mathematics -set option:compose:args 0,1,1,-0.5 \
-composite mathematics_linearlight_2.png
| |
|
This particular DIY composition is actually important as a means of doing Adding Biased Gradients such as sine
waves.
Or even...
convert gradient_dst.png gradient_src.png \
-compose Mathematics -set option:compose:args 0,1,.5,-.25 \
-composite mathematics_linearlight_3.png
| |
|
More importantally this composition method can be used to do special types of
Mathematics on Gradients, that
would otherwise be very complex to achieve using multiple individual steps.
  |
The 'Mathematics' compose method
was added to IM version 6.5.4-3. And is currently only available from the
"compose" command.
|
Change_Mask
(Make similar pixels transparent)
This is an unusual method that will only make specific pixels in the
destination image full-transparent. That is the pixels in the destination
image that matches the given source image, according to the current Fuzz Factor setting.
This can be used for example to re-add transparency to an image that was
overlaid onto a complex (but very different) background. For example, this
was exactly the problem presented by Jesper Eije...
convert bgnd_overlaid.gif bgnd.gif \
-compose ChangeMask -composite bgnd_removed.png
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Easy.
Note that as JPEG image colors often have slight color changes due to the
lossy nature of the file format, a small Fuzz
Factor setting will be needed to match very similar colors
Also if the changed part of the image happens to actually match the
background color or pattern, you will get 'holes' in the resulting image or
mask, as such caution is always advised when using this with images that are
very similar.
By swapping the two images, so the background image is given as the
destination image, you can extract the parts of the background that was
replaced or modified by the overlaid image.
convert bgnd.gif bgnd_overlaid.gif \
-compose ChangeMask -composite bgnd_replaced.png
| |
|
Note that the result is only a transparent shape mask of the original
background image where similar pixels are just cleared to transparency. It
will makes no attempt to generate partial transparencies, or change colors,
and as such could leave a 'halo' of slightly different background colors
around the image where the original overlay and the background color merged
together.
As this composition method only 'clears' pixels to full-transparency, a matte
channel is always added to the resulting image. The color of the destination
image is not however cleared as it is in most other Alpha Composition methods.
As such you can negate the alpha channel, to get the unchanged colors.
convert bgnd_overlaid.gif bgnd.gif -compose ChangeMask -composite \
-channel A -negate bgnd_unchanged.png
| |
|
In this case the order of the input images does not matter, unless a large Fuzz Factor was set. Remember the colors will come
from the destination image, with the difference between the images defining
the resulting shape mask.
For more information on these problems see Re-adding Transparency to an Image.
Also the result is often limited in its direct usefulness. It can however be
used to generate bitmap masks of the changes between the images (hence its
name).
  |
The 'ChangeMask' composition
method was added to IM v6.3.4, to provide a method for Optimizing Transparency for GIF
Animations. No other existing composition method provided the needed
requirements, without combining 3 or more composition methods.
Specifically the Boolean (or fuzz factor thresholding) requirement needed
for transparency optimization.
The result however is so useful in its own right that it was made
available for direct use by users, and so defined the name of this
rather complex composition method.
|
Dissolve One Image Over Another
What the "-dissolve"
operator does is provide a controlled 'Over'
compose method. It adjusts the transparency of the overlay image, before it
is overlaid on top of the the background, according to the percentages given.
composite -dissolve {percent} overlay bgnd result
composite -dissolve {src_percent}x{dst_percent} overlay bgnd result
convert bgnd overlay -compose dissolve \
-set "option:compose:args" {src_percent},{dst_percent} \
-composite result
Providing two arguments (new to IM v6), allows you to exactly define how much
of both the overlay and the background image is dissolved before the images
are overlaid.
If only a single percentage argument is given, only the overlay is dissolved
to leave that amount, (0 percent is completely transparent, 100 source is
unchanged) before being overlaid (using the 'Over' compose method) onto the background. Furthermore, if you
continue past a value of 100% (also new for IM v6), it will then start to
dissolve away the background image.
In other words, in the 0 to 100 percent range, the background image is not
dissolved at all (with a dst_percent of 100%), while in
the 100 to 200 range, the overlay is left as is, (src_percent set to
100%), and the background is dissolved, so it is completely gone
when the argument reaches a value of 200%).
Here is a table of results with various dissolve arguments...
composite -dissolve {argument} -gravity South \
star.gif dragon_sm.gif -matte {result}
|
|
|
As you can see "-dissolve" will first slow dissolve a new image over the
background, then slowly dissolve away the original background image. Which is
very suitable for images containing transparent areas. You can also control
of the dissolve of the background, so while one image dissolves in on top, you
can arrange for the background to dissolve away underneath.
This is very good, but is not really suitable for a proper slide show style of
dissolve between images. As one image is overlaid the images are not merged
together equally, and swapping the image arguments (and corresponding dissolve
arguments) will produce different results.
  |
For the 100% to 200% range, or the second percentage argument to work, the
background image must contain a alpha channel. This is especially
important for JPEG images which do not contain any transparencies by
default.
As such it is probably a good idea to tell IM to give all image an alpha
channel using the "-alpha Set" operator, before applying the
'dissolve' composite method is applied.
|
The biggest cavat with using dissolve on both images is that the transparency
effects they average. That is dissolving two images by 50% will always result
in the colors being semi-transparent, even when both input images are fully
opaque. For example.
convert dragon_sm.gif star.gif -alpha on \
-compose dissolve -set "option:compose:args" 50,50 \
-gravity South -composite dissolve_50_50.png
composite -compose Dst_Over -tile pattern:checkerboard \
dissolve_50_50.png dissolve_50_50_bg.png
| |
|
You can see, that after overlaying the image over a checkerboard pattern, that
all parts of the image were at least partially semi-transparent. Though the
actual parts overlaid is less transparent than any part where one of the
source images is transparent.
The only time you will get a fully-opaque image from a 'Dissolve'
composition is if one of the images (usally the 'background') not dissolved (a
100 percent value), and thus remains opaque. This is why a the default is to
use a 100 value for the 'background' , at least at first.
The following are special cases for specific "-dissolve" arguments...
0x0 | |
Both images are dissolved to full transparency.
Equivalent to a 'Clear' compose method.
|
|---|
0 |
Just the background image unchanged (source made transparent).
Equivalent to a 'Dst' compose method.
|
|---|
100 |
A normal overlay of the overlay image onto the background.
Equivalent to a 'Over' compose method.
|
|---|
200 |
The overlay image on a blank canvas (background made transparent).
Equivalent to a 'Src' compose method.
|
|---|
The "-dissolve"
compositing method is commonly used as an alternative way of Watermarking with Images, particularly
with color watermarks.
Blend Two Images Together
The "-blend" compositing
method provides what the "-dissolve" compositing method was originally intended to provide,
before it was hijacked for other more basic operations.
Where as "-dissolve"
method overlays images on top of each other, "-blend" method merges images
together such that both images are treated equally (being just added
together), according to the percentage arguments given. As such you can
achieve the same result (except in final image size) by swapping the
percentages and the image arguments. This is not the case with "-dissolve" method.
In otherwords, "-blend"
is associative (arguments are swappable), while "-dissolve" is not.
composite -blend {percent} overlay bgnd result
composite -blend {src_percent}x{dst_percent} overlay bgnd result
convert bgnd overlay -compose blend \
-set "option:compose:args" {src_percent},{dst_percent} \
-composite result
If only a single percentage value is given, it is used as the dissolve
percentage for the overlay, while the background image is dissolved by the
exact opposite amount. That is a "-blend 30" will dissolve the
overlay by 30%, and the background by 70% before the two images are added
together. thus it is equivalent to "-blend 30x70". The result of
this is that the opacity of the two images (in the areas overlaid) will still
add up to 100%.
By giving two percentages you can control exactly how much of the two images
are to be merged together.
Here is a table of results with various dissolve arguments...
composite -blend {argument} -gravity South \
compose_R.png compose_plus_GB.png -matte {result}
|
|
|
From the results you can see that "-blend" will let you slowly replace one image with another equally
without overlay.
If you overlay the result of a blend on a black canvas, say the size of your
display, you can very easily make a very respectable slide show program, in
which one image slowly dissolves into another.
You can also see that because the images are added together (internally it
uses the 'Plus' compose operator), you can
easily overload the color channel maximums, producing some artifacts. A 100%
white color in particular will ensure nothing of the other image will be
visible as all colors channels are already at their maximum.
It is thus recommended that in most situations you would only need to use the
single argument version of blend.
  |
As with "-dissolve", the background image must contain a alpha
channel for "-blend"
to work correctly, to dissolve the background image.
As such it is probably a good idea to tell IM to give all image arguments
an alpha or transparency channel using the "-matte" operator, before the
"-blend" is
applied to overlay the images.
|
The following are special cases for specific "-blend" arguments...
0x0 | |
Both images are dissolved to full transparency.
Equivalent to a 'Clear' compose method.
|
|---|
0 |
Just the background image unchanged.
Equivalent to a 'Dst' compose method.
|
|---|
100 |
The overlay image on a blank canvas.
Equivalent to a 'Src' compose method.
|
|---|
100x100 |
Just the two images added together.
Equivalent to a 'Plus' compose method.
|
|---|
50 |
Average of both images. This is equivalent to the "-average" image sequence
operator, but only with two images. (See also Averaging Images)
|
|---|
Blend verse Dissolve
Now while both Dissolve and Blend will make images semi-transparent "-dissolve" composes the image
using 'Over', while "-blend" merges the images using
'Plus'.
This may not seem like much, but it can be very important, as it definines how
the two composition methods handles part of the image which are not overlaid,
or in areas where the overlay is transparent.
For example.
convert dragon_sm.gif star.gif -alpha on \
-compose dissolve -set "option:compose:args" 50 \
-gravity South -composite dissolve_50.png
convert dragon_sm.gif star.gif -alpha on \
-compose blend -set "option:compose:args" 50 \
-gravity South -composite blend_50.png
|
Dissolve
|
Blend
|
However the default handling of the second '{dst_percent}'
argument, actually is designed so the two methods will produce the same result
when you compose two images that are both fully-opaque, and completely overlay
each other, with the same single argument value between 0 and 100.
For example here I merge the 'dragon' image with the built in 'rose' image. I
crop both images to the same size, so that both fully-opaque images can fully
cover each other.
convert dragon_sm.gif rose: -crop 60x45+0+0 +repage -alpha on \
-compose dissolve -set "option:compose:args" 50 \
-gravity South -composite dissolve_50_opaque.png
convert dragon_sm.gif rose: -crop 60x45+0+0 +repage -alpha on \
-compose blend -set "option:compose:args" 50 \
-gravity South -composite blend_50_opaque.png
|
Dissolve
|
Blend
|
If you were to compare these two images, you will find they are exactly the
same.
Using Blend to Modify a Single Image
Blend is basically an 'interpolation function', or 'weighted average' allowing
you combine two opaque images together in a controlled linear way. That is
30% of the source plus 70% of the background, to produce a new 100% opaque
image.
It can however do more than just combining two images, but can also be used to
brighten, set contrast, saturation, colorize and even sharpen a specific image.
This use of blend is discussed further in a document found by BugBear
<bugbear@papermule.co.uk> on the WWW, Image
Processing by Interpolation and Extrapolation a copy of the one on Grafica Obscura
(the page is not directly linkable from external source). This document is
recommended for further reading on using this function.
  |
Extrapolation ability was added to the "-blend" operator in IM
v6.3.5-10.
|
For example here we can make the rose image brighter or darker
by blending it with a pure black image of the same size.
composite -blend 0 rose: -size 70x46 xc:black -matte blend_dark_0.jpg
composite -blend 50 rose: -size 70x46 xc:black -matte blend_dark_50.jpg
composite -blend 100 rose: -size 70x46 xc:black -matte blend_dark_100.jpg
composite -blend 150 rose: -size 70x46 xc:black -matte blend_dark_150.jpg
composite -blend 200 rose: -size 70x46 xc:black -matte blend_dark_200.jpg
|
As in any of these extrapolated blend examples, 0% is the 'destination' image
the "-blend" operation is
being applied against, while 100% is the original 'source' image, unchanged.
Similarly blending with a pure gray image lets you adjust any images contrast.
composite -blend 0 rose: -size 70x46 xc:'#808080' -matte blend_gray_0.jpg
composite -blend 50 rose: -size 70x46 xc:'#808080' -matte blend_gray_50.jpg
composite -blend 80 rose: -size 70x46 xc:'#808080' -matte blend_gray_80.jpg
composite -blend 100 rose: -size 70x46 xc:'#808080' -matte blend_gray_100.jpg
composite -blend 120 rose: -size 70x46 xc:'#808080' -matte blend_gray_120.jpg
composite -blend 150 rose: -size 70x46 xc:'#808080' -matte blend_gray_150.jpg
|
0%
|
50%
|
80%
|
100%
|
120%
|
150%
|
Here I blend the rose image against its blurred version, producing a 'unsharp'
operation (sharpening an image by extrapolating from its blurred form).
convert rose: -blur 0x5 rose_blurred.png
composite -blend 0 rose: rose_blurred.png -matte blend_blur_0.jpg
composite -blend 50 rose: rose_blurred.png -matte blend_blur_50.jpg
composite -blend 100 rose: rose_blurred.png -matte blend_blur_100.jpg
composite -blend 150 rose: rose_blurred.png -matte blend_blur_150.jpg
composite -blend 200 rose: rose_blurred.png -matte blend_blur_200.jpg
|
Watermark Option - Compose 'Modulate'
The "-watermark"
composite option or the "modulate" compose method, is meant to be
used to purposefully dis-color images in HSB space for copyright purposes.
composite -watermark {brightness}[x{saturation}] overlay bgnd result
convert bgnd overlay -compose modulate \
-set "option:compose:args" {brigthness}[x{saturation}] \
-composite result
The 'overlay' image is a alpha masked black and white image, which is used to
brightens/darkens the destination image by the 'brightness' percentage
given. A 'brightness' of '0' makes no change in the image
brightness, whole a value of '100' replaces the brightnes with
the intensity of the overlay image. That is if the overlay is black the
destination is made black, if white the destination image's color will be made
a fully saturated.
The 'saturation' defaults to '100' producing maximum
color saturation. If set to '0' the masked area will be
de-saturated to black and white.
Here is a table of results with various arguments...
composite -watermark {argument} -gravity South \
sphinx.gif cyclops.gif {result}
|
|
|
A good value for lightly watermarking images is a brightness of about
about 15 to 30 percent.
The following are special cases for specific "-watermark" arguments...
0 | |
No change is made to the destination image at all.
|
|---|
100 |
Destination bade black where overlay is black,
and fully-saturated color hue where overlay is white
|
|---|
0x0 |
The masked overlay area is de-saturated to gray-scale
|
|---|
100x0 |
The gray-scale overlay is simply overlaid
'ATop' of the destination.
|
|---|
For other watermarking techniques see, Watermarking with Images.
Variable Blur Mapping
Added to ImageMagick version 6.5.4-0, the "-compose" method
'Blur' provides you with a method of replacing each individual
pixel by a Elliptical Gaussian Average (a blur) of the neighbouring pixels,
according to a gray-scale mapping.
composite -blur {Xscale}[x{Yscale}[+{angle}]] blur_map image result
convert image blur_map -compose blur \
-set "option:compose:args" {Xscale}[x{Yscale}[+{angle}]] \
-composite result
This means you can blur one part of an image, while leaving another part
completely normal, or produce effects such as Tilt-Shift, where a real world
image is made to appear more like a small artifical model.
For example, here I blur one half of a image of a koala while leaving the
other half completely un-blurred...
convert -size 37x75 xc:black -size 38x75 xc:white +append blur_map_bool.gif
convert koala.gif blur_map_bool.gif \
-compose blur -set option:compose:args 5 -composite \
blur_koala_bool.gif
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As you can see any pixel that was 'white' on the 'blur_map' image was blurred
by the amount given, while anything that was 'black' was not blurred. In
other words a masked blur. Which could of course be done many ways.
The tricky part of the above is that only the areas blurred will take extra
time needed. Pixels which are not blurred, do not need this extra processing.
This makes the above much faster than either using a Masked
Composite which is the same as bluring the whole image and merging the
results. This time saving can be even more important when dealing with for
large blurs of very areas of an image.
What makes this blur mapping more versitile is that it is varable. That is if
the blur mapping for a pixel is a gray color, than you will get
a corresponding smaller blurred result, using a smaller 'neighbourhood', for
that pixel. Black in the blur mask is not blurred, while white is maximumally
blurred, by the values given.
For example, lets make the koala more blurry toward his feet...
convert -size 75x75 gradient:black-white blur_map_gradient.gif
convert koala.gif blur_map_gradient.gif \
-compose blur -set option:compose:args 5 -composite \
blur_koala_gradient.gif
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And here is the same blur again but showing how the blur varies with the
height.
convert blur_map_bool.gif blur_map_gradient.gif \
-compose blur -set option:compose:args 30 -composite \
blur_edge_gradient.gif
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The 'Blur' compose setting uses a different technique to the
normal Blur or Gaussian Blur Operators, as it
is implemented by using a Gaussian Elliptical Area Resampling algorithm that was developed for scaled image
resampling as part of Generalized Distortion
Operator.
The elliptical area used for the neighbourhood resampling, also makes this
method of blurring more versitile than a normal uniform 'circluar' blur
provided by the operators "-blur" and "-gaussian-blur". The ellipse itself is defined by the
'width', 'height' of the sigma for the blurred area. The ellipse
can also be rotated from a orthogonal alignment by the given 'angle'
(clock-wise).
For example in the diagram we show how the blurred color of a single pixel
will get its color from a rotated elliptical area, which is larger that the
given 'sigma' width and height. The pixels in this area are then weighted and
averaged according to a gaussian weighting function.
As mentioned, this is exactly the same as what is used Generalized Distortion Operator to do a
scaled lookup of the distorted pixels, especially in extreme distortions such
as exampled in Viewing Distant Horizons.
As an example of the elliptical controls on the blur, lets a black dot using
the same gradient blur map we used before. But this time we use long thin
horizontal ellipse '30x0', rather than a circle. The 'x0' means
no vertical blurring should be seen.
convert -size 75x75 xc: -draw 'circle 36,36 36,5' black_circle.gif
convert black_circle.gif blur_map_gradient.gif \
-compose blur -set option:compose:args 30x0 -composite \
blur_horizontal.gif
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As you can see the amount of the blur still varied with the map image
provided, producing very little blur at the top of the image, and a lot of
blur at the bottom. But also notice that the bottom edge is blurred
horizontally equally in both directions.
Their is no vertical bluring to the image, The small amount of bluring at the
bottom edge of the circle is caused by horizontal bluring, not vertical,
though it may seem that way.
By either rotating the long thin ellipse using the third angle
argument, or using directly defining a long thin vertical ellipse, you can
blur the image vertically only...
convert black_circle.gif blur_map_gradient.gif \
-compose blur -set option:compose:args 0x30 -composite \
blur_vertical.gif
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Note however that as the blur is not applied equally the top half appears
less blurred than the bottom, because that is what we asked it to do. This
in,turn distorts the image making it appear truncated.
Finally lets to this one more time but with a horizonatl ellipse rotated by a
45 degree angle.
convert black_circle.gif blur_map_gradient.gif \
-compose blur -set option:compose:args 30x0+45 -composite \
blur_angle.gif
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The image may appear very odd, but that is because the variable blur map is
vertical while the blur itself is angled, producing the odd looking effect,
due to the mis-aligned angles of the ellipse and the blur map.
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Note that using long thin ellipses like this is actually a lot faster that
using a single large circle. In fact the "-blur" operator gets its speed by
using two separate horizontal and vertical blurs, where as the "-gaussian" blur operator does
a full 2 dimensional convolution in a simplar
way to the 'Blur' composition method just described.
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Note that it is the neighbourhood around each individual pixel that is used to
generate the 'blurred color' for that pixel. That means that even though you
may specify some part of an image to not be blurred, colors from that area may
infact be used as part of the blur of neighbouring pixels.
Future example, attempt to blur a background, but not the foreground.
This will fail!
For a practical example of Variable Mapped Blurs, have a look at Photo Tilt Shift Effect, and Distance Blurred Shadow Font.
Posible Future Addition:
At this time the angle of the ellipse cannot be varied across the image.
You cannot for example blur an image 'radially' or 'rotationally' using this
compose method (see Polar Cycle
Tricks). This could be added sometime in future, all that is needed is
to figure out an appropriate method method of enabling and inputting the angle
map. Mail me if you have an idea.
Using a Compose Mask to Limit the Composed Area
The "composite" command and "-composite" operator will also
take a third masking image which will limit the area effected by the
"-compose" method.
For example given two images, and a mask image you can overlay part of
the source image onto the background image, as defined by that
mask. Please note however that the background image still defines the
final size of resulting image.
composite tile_water.jpg tile_aqua.jpg moon_mask.gif mask_over.jpg
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The mask image is considered to be part of the destination image,
defining what parts of the destination can be modified by the result of the
alpha composition. That is, the white parts can be modified, while black parts
(and parts outside the mask image) are left as is.
Unfortunately while "-gravity" and "-geometry" settings will let you re-position the source
image, the mask image is NOT re-positioned, and remains aligned with
the destination image.
So lets just be clear about this...
The mask is aligned to the original background image.
Any gravity/geometry setting is not applied to it.
That means that if I want to re-position the mask, I need to enlarge the mask image
with the appropriate amount of black rows and columns. See Splice, adding rows and columns of pixels.
For example here is a "convert" version (source and background
image arguments are swapped), with the mask image adjusted so as to move it
relative to the background image.
convert tile_aqua.jpg tile_water.jpg \
\( -background black -splice 10x25+0+0 moon_mask.gif \) \
-composite mask_offset.jpg
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Remember that the the "convert" commands "-composite" operator, specifies
the destination or background image is given first.
The result is like giving the mask a offset of '+10+25' but with
neither the source or background images moving.
If you want to align the mask with the source image you may be better off
masking the source image separately (using 'Copy_Opacity' or some other technique). Then you can position
that result onto the background without alignment problems.
Here is a similar example, but this time I use a gradient mask the same size
as the background image so as to blend the two images together, producing a
'shallows' effect.
convert tile_aqua.jpg tile_water.jpg -size 94x94 gradient: \
+matte -composite water_shallows.jpg
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This provides a simple way of creating a overlapped version of two images.
See Overlapping Photos.
Compose Mask and Transparency
You may think from the above that using a three image composite mask is very
much like using the 'Copy_Opacity' to
set a transparency of the overlay image, then composite that over your
background. And for images without any transparency (such as the above) you
would be right. But that is not the whole story.
First the mask is tied into the destination image, rather than the source
image, so is not offset or gravity effected.
Also unlike 'Copy_Opacity' the mask
image is treated as purely a gray-scale image. IM will ignore any and all
alpha or matte transparency the mask may have. As such you do not need
to worry about the use of a "+matte" operator to junk any alpha/matte channel in the mask
image.
And finally the mask works by limiting the area which was modified,
which is very different to just masking the source image.
For a simple 'Over' composition, this
basically the same as if the mask is multiplied with any transparency in the
source image, to limit what is overlaid. As such for completely opaque source
images you can think of it as the transparency for the source image.
For example here I overlay are two circles as normal, then I overlay them with
a mask limiting the area in which the destination image is changed.
convert -size 60x60 xc:none -fill red -draw 'circle 35,21 35,3' m_src.png
convert -size 60x60 xc:none -fill blue -draw 'circle 21,39 24,57' m_bgnd.png
convert -size 60x60 xc: -draw 'polygon 0,59 59,0, 0,0' m_mask.png
composite m_src.png m_bgnd.png m_over.png
composite m_src.png m_bgnd.png m_mask.png m_over_masked.png
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The result is equivalent to the red circles image being 'masked' by the given
gray scale mask, which is then overlaid onto the destination image.
However with any other type of alpha composition method, you are better of
just thinking of the mask as limiting the area of effect, rather than as a
transparency mask of the source image.
Here I used a 'Src' method to replace the
masked area in the destination with the contents of the source image.
composite m_src.png m_bgnd.png m_mask.png -compose Src m_src_masked.png
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As you can see only the area with the defined mask is actually replaced by the
result of the alpha composition. If the mask was only used to modify the
transparency of the source image the above would only show the source image
and nothing from the background image.
FUTURE: Using masked composition to overlay an object in front of a
backdrop, but behind some foreground object. Also develop a animated example,
of something being obscured by foreground objects in the destination.
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The above was a major long term bug involving composite masking when you
involved source or overlay images with transparency, and or attempted to
use other alpha compositions other than the 'Over' compose method. See Composite Mask Bug for details.
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Compose using Image Tiles
The "-tile" setting in
"composite" is very different to that same setting in either
"convert" or "montage". If given it means that the
source image is to be tiled over the background image.
For example here we tile a 'color star' over a netscape color map image...
composite -tile star.gif netscape: tile.gif
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One common use of composite tiling is to tile a semi-transparent copyright or
some other notice over images before publishing them on the net. For examples
of this see the last examples of Watermarking with Text.
Note that the setting is essentially (at least at this time) argument-less.
It is only a Boolean on and off flag to the final "composite"
operation. Consequently you can not use it to tile a background image
as that would mean IM can not use the background image to set the final size
of the result.
However you can tile an image under another image using 'Dst_Over' instead.
convert -background none -pointsize 36 label:'Tile Under' png:- |\
composite -tile bg.gif - -compose Dst_Over tile_under.gif
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Also many of the mathematical operators are associative, meaning the source and
destination can be swapped without effecting the result (except the final image
size).
Currently there is no simple method of doing a tiled alpha composition in the
"convert" command. This is a shame as it would make Tiling with an Image already In Memory a
lot easier than it currently is.