To the users of Photoshop software to detailed analysis to share the layer style of the bevel and relief.
The bevel and Emboss (bevel and Emboss) can be said to be the most complex of the Photoshop layer styles, including the inner bevel, bevel, emboss, pillow relief, and stroke relief, although the setup options included in each item are the same, but the results are quite different.
Bevel reliefs protect 3 of the most:
Inner bevel, bevel, relief, pillow-shaped relief, stroke relief
Second, the adjustment parameter detailed explanation
Styles (style), how (technique)
Depth (Depth), direction (Direction), size (sizes), softening (soften)
Using Global light (use global Light)
Gloss Contour (Gloss contour)
High-light mode and opacity (hightlight mode and Opacity)
Shadow Mode and opacity (Shadow mode and Opacity)
Three, contour and texture
Let's start with a separate presentation.
The bevel and Emboss styles include an inner bevel, an outer bevel, a relief, a pillow-shaped relief, and a stroke relief. Although their options are the same, the results are vastly different.
Looking at the inner bevel first, the layer that adds the inner bevel appears to have a high light layer (above it) and a projection layer (below it), which is obviously more complicated than the few examples described above that add only one virtual layer. The blending mode of the projection layer defaults to "multiply" (Multiply), and the blending mode of the high light layer defaults to "Color filter" (screen), which is 50% transparent. Although these defaults are the same as the various layer styles described earlier, the two layers work together, and the effect is much more varied.
To see what is going on between the two "virtual" layers, first set the background of the picture to black, then add the inner bevel style to the layer where the circle is located, and then set the fill opacity for that layer to 0. This separates the "virtual" high light layer above the layer, as shown in the following diagram:
Similarly, we set the background color of the picture to white, then add the inner bevel style to the layer where the circle is located, and then set the fill opacity for that layer to 0. This separates the "virtual" projection layer underneath the layer, as shown in the following figure:
The two "virtual" layers are combined to form an "inner bevel" effect, similar to the effect of a light source from the upper left to illuminate a trapezoid-shaped platform on a cross-section.
The layer that is given the outer bevel style also has two more "virtual" layers, one on, one in the next, the high light layer and the shadow layer, the blending mode defaults to the positive stack (Multiply) and filter (screen), which are exactly the same as the inner bevel, the following will no longer repeat.
We can separate the "virtual" high light layer and the shadow by using the exact same method as before, as shown in the following diagram:
Looks like the effect is similar, but in fact, you can try to increase their value. Can be very intuitive to see their differences.
The "virtual" layer that is added to the bevel effect described earlier is all on one, and the two "virtual" layers that the emboss adds are above the layer, so we don't need to adjust the background color and the fill opacity of the layer to see both the highlights and the shaded layers. The blending mode of the two "virtual" layers and the transparency is still the same as the bevel effect.
Pillow relief is quite complex, adding a pillow-shaped relief style layer will be a sudden more than four "virtual" layer, two on the top, two in the next. The upper and lower layers contain a high light layer and a shaded layer. Therefore, the pillow-shaped relief is a mixture of inner and outer slopes. Like what:
In this example, the layer is first given an internal bevel style, forming a raised platform effect, and then being given an outer bevel style, the entire platform is plunged into a "pit", which eventually forms an effect as shown in the figure.
Second, adjust the parameters
Styles include: External bevel, inner bevel, embossed, pillow-shaped relief and stroke relief.
This option can be set to three values, including smoothing (Soft), carving soft (chisel Soft), carving clear (chisel Hard).
Where "smoothing" is the default value, the value can be selected to blur the edge of the bevel to create a smooth edge of the platform, as shown below.
If you choose to "carve clear", the effect is this:
"Sculpture soft" is a compromise value:
"Depth" must be used in conjunction with "size", "size" in a certain case, with "depth" can adjust the profile of the trapezoidal bevel edge of the smooth degree. For example, in the case of "size" values, different "depth" values produce the effect.
First, set the depth to a smaller number:
Then set depth to maximum (1000%)
The setting value of the orientation is only "up" and "down", and the effect is the same as setting the angle. When making the button, the "Up" and "down" can be respectively corresponding to the normal state of the button and press the state, compared with the use of angle to set more convenient and more accurate.
Size is used to set the height of the high platform and must be used in conjunction with "depth".
Flexibility is generally used to further blur the entire effect, so that the object's surface softer, reduce angular sense.
The angle setting here is a bit more complicated. The circle is not a pointer, but a small cross, through the previous effect we know that the angle can usually be associated with the light source, and for the bevel and emboss effect is the same, but also more important. The angle adjustment of the bevel and relief can not only reflect the change of the orientation of the light source, but also reflect the angle of the light source and the plane of the object, specifically the angle of the small cross and the center of the circle and the angle of the light source and the layer (the latter is the height). These settings can either drag settings in a circle or enter directly in the next edit box. Like what:
We first set the height to 67 degrees to get the following effect (if set to 90 degrees, the light will move to the top of the object):
Then set the height to a smaller value (11 degrees) to get the effect (note that the height of the light source is lowered, and if you set the height to 0, the light will fall to the plane on which the object is located, and the bevel and emboss effects will disappear):
Using Global light (use global Light)
The "Use Global light" option should generally be selected, indicates that all styles are illuminated by the same light source, that is, adjusting the lighting effect of one layer style (such as a projection style), and that the illumination effects of the other layer styles are automatically adjusted exactly the same way, which is simple – usually there is only one sun in the sky. Of course, if you need to make multiple lighting effects, you can clear this option.
Gloss Contour (Gloss contour)
The gloss contour of the bevel and emboss is not as good as it is, for example, we've designed a contour like this:
Not too good to understand, but it doesn't matter, go to the angle and set the angle and height to 90 degrees (place the light on top of the object), you can see how the gloss contour works on the object, as in the following figure (the effect is the same as the contours we described earlier):
High-light mode and opacity (hightlight mode and Opacity)
As we mentioned earlier, the bevel and emboss effects can be decomposed into two "virtual" layers, namely, the high light layer and the shadow layer. This option is to adjust the color, blending mode, and transparency of the high light layer.
Setting the object's high light layer to red is actually equal to setting the light source color to red, and note that blending mode should generally use "filter" because it reflects the blending effect of the light source color and the object's own color. Can match the angle and height to achieve the desired effect.
Shadow Mode and opacity (Shadow mode and Opacity)
The shading mode is set in the same way as above, but because the default blending mode of the shadow layer is a Multiply, sometimes the color is not the effect, so we set the layer's fill opacity to 0, to get the following effect:
Three, contour and texture
The contours in the bevel and emboss style are confusing, except for the contour setting on the right side of the dialog box, and the contour setting on the left side of the dialog box. In fact, a careful comparison can be found, the right side of the dialog box "contour" is the "gloss contour", this contour will only affect the "virtual" high light layer and shadow layer. The contour on the left side of the dialog box is used to give the object (layer) a striped effect. The combination of these two "contours" often produces some less-than-perfect effect.
Textures are used to add material to layers, and their settings are simpler. First select the texture in the Drop-down box, and then set the texture to apply.
Among the common options include:
Scaling: Scales the texture map.
Depth: Modifies the contrast of the texture map. The greater the depth (the greater the contrast), the stronger the surface of the concave-convex, conversely, the weaker the concave-convex feeling.
Reverse: Swap the concave and convex portions of the layer surface.
Connecting to layers: Selecting this option ensures that the texture moves and scales as the layer moves or zooms.
Well, the above information is small to give you photoshop this software users of the detailed layer style details of the slope and relief to share all the content of the analysis, you see the users here, small series believe you are now very clear it, Hope that the contents of the small series to share the content can bring useful help.