Nodes/MachinePainting Nodes/πŸ‘Ύ Image Blend Pro
ComfyUI Node

πŸ‘Ύ Image Blend Pro

Fifteen blend modes without installing a graphics app

By machinepaintingΒ·Created 10 months agoΒ·Updated 4 months agoΒ· 9
πŸ‘Ύ Image Blend Pro
  • image1
  • image2
  • IMAGE
β—„blend_amount0.50β–Ί
β—„blend_modenormalβ–Ί

Blend modes are the secret language of compositing: multiply for shadows, screen for light, overlay for punch, color for recoloring. ComfyUI's core has a couple, but never the full rack. Image Blend Pro gives you all 15 of the ones that matter - normal, overlay, multiply, screen, soft_light, hard_light, linear_light, difference, color, luminosity, darken, lighten, color_dodge, color_burn, exclusion - plus an opacity-style blend_amount. Two images in, one blended IMAGE out, and every mode implemented with the correct Photoshop-style formulas (including the proper soft-light W3C formula, which most amateur implementations get subtly wrong).

How it works

The node takes image1 (the bottom) and image2 (the top), applies the selected mode pixel-by-pixel, then mixes toward image1 by blend_amount (0–1, default 0.5). blend_amount is effectively opacity of the top layer: at 1.0 you get the pure blend, at 0 you get image1 unchanged, in between is a cross-fade. The math lives in a shared blend engine (the same one the pack's color nodes use), so color and luminosity behave the way you know from Photoshop - color keeps the bottom's luminance and takes the top's hue/saturation, and luminosity is the mirror.

The modes you'll actually reach for

  • multiply - darkens; great for texturing shadows or baking grain into the darks.
  • screen - brightens; the classic for light leaks and glow.
  • overlay / soft_light - contrast and sheen; soft_light is the gentler, more "photographic" one.
  • color - replace the hue of your render with a reference image's palette without touching its brightness. This is the node's cheat code for quick color grading.

Everything else is there for when you get curious or a specific composite demands it - difference for alignment checking, exclusion for inverted-wash looks, color_dodge/color_burn for extreme highlights and shadows.

Where it fits

It's the generic utility in a pack that otherwise ships purpose-built color nodes: Color Match Blend and Color Adjust Blend wrap matching + specific modes for grading, and this is the raw material they're built from. Use it standalone to blend a texture, a light pass, or a reference grade onto your render - no masks, no fuss, one node.

Install

MachinePainting Nodes pack:

cd ComfyUI/custom_nodes
git clone https://github.com/machinepainting/ComfyUI-MachinePaintingNodes.git
pip install -r requirements.txt

or ComfyUI Manager β†’ "MachinePaintingNodes" β†’ install β†’ restart.

Gotchas

Blend results depend on image order - swapping image1/image2 changes multiply vs. its near-mirror, so if the result looks "backwards," try the swap before blaming the mode. And for the color/luminosity modes, the two images don't need the same content, just the same dimensions (mismatched sizes are not auto-resized here, unlike the pack's mask nodes - resize first if you hit an error). Finally, note blend_amount defaults to 0.5, so a "no change" test where you expect the top image to fully replace the bottom will look like a 50/50 mix - set it to 1.0 when you mean full blend.

CategoryMachinePaintingNodes/Blend

Inputs (4)

NameTypeDefaultDescription
image1IMAGEβ€”
image2IMAGEβ€”
blend_amountFLOAT0.500–1β€”
blend_modeCOMBOnormal15 options: normal, overlay, multiply, screen, soft_light, hard_light, +9

Outputs (1)

NameTypeDescription
IMAGEIMAGEβ€”