#What you'll learn
- How layers are grouped and composited, so complex stacks behave predictably.
- Exactly when a layer can or can't change transparency.
- How blend modes, Opacity, Fill and Blend If combine.
- The colour-map and project file formats, for sharing looks and scripting.
- How to keep palettes exact and how to apply one look to many sprites.
#Before you start
- Read the Pixxomo Intermediate guide first: remaps, ramps, clipping, masks and variants.
- If you know Photoshop's clipping groups and blend modes, most of this will feel familiar; the differences are called out below.
#How-tos
#How to predict a layer stack
- Pixxomo groups layers into clipping groups: a base layer plus the layers clipped (↳) to it, just like Photoshop.
- The base decides the clip shape. A fill base clips to its own pixels; an adjustment base clips to the art it touches (the current image's shape, limited by its mask). Clipped layers with nothing below them clip to the art.
- Groups are composited from the bottom up. Each layer's output is cached, and only layers from the first changed one upward are recomputed, which is why big stacks stay fast.
- Every adjustment works colour by colour: each unique colour is computed once, then looked up for every pixel. Masks and opacity are then mixed per pixel.
#How to keep transparency safe
- Adjustment layers and clipped layers never change transparency: a transparent pixel stays transparent and every pixel keeps its original alpha.
- Unclipped fill layers are drawn normally, so they can cover empty canvas. That is on purpose: it's what makes clipping meaningful.
- If a fill covers the background, clip it (↳ Clip / Ctrl+Alt+G).
#How to combine blend modes, Opacity, Fill and Blend If
- The 27 blend modes follow the W3C compositing formulas for the standard modes (including Soft Light) and the four colour modes (Hue, Saturation, Color, Luminosity); the rest follow Photoshop's own maths. Darker Color and Lighter Color compare channel sums; Hard Mix is pure on/off per channel.
- A layer's content is weighted by Opacity × Fill; its layer styles only by Opacity. Photoshop treats Fill specially for a few modes (Color Burn, Linear Burn and similar); Pixxomo always treats Fill as plain coverage.
- Blend If then hides the layer where the brightness of This layer or the Underlying image falls outside Black…White; the edge handles fade the transition.
- Dissolve is seeded, so the same layer always dissolves the same pixels.
#How to keep a palette exact
- Avoid anything that blends: opacity below 100%, Smooth blend on gradient maps, Smooth gradients, soft blend modes, Blend If edges.
- Use Steps or Dither on gradients, and Gradient map without Smooth blend.
- Put a Palette snap layer at the very top as a final guarantee.
- Check the swatch panel: colours out should not be more than in, and Diff shows every changed pixel.
#How to share and script colour maps
- Export map writes a -colormap.json file: { "pixxomo": "colormap", "v": 1, "pairs": [ { "from": "#…", "to": "#…", "tol": 0 } ], "ramps": [ … ] }.
- Import map also accepts a simple object of colours, { "#from": "#to", … }, so a map can come from a spreadsheet or your own script.
- Tolerance can be 0–100 in a file (the slider goes to 40); higher values pull in more neighbouring colours.
#How to read a Pixxomo project
- A cloud project is a zip with project.json (the document settings, layers, variants, saved selections and view) and source.png (your untouched art).
- Animations are stored packed into one near-square sheet, so every layer runs once over one image; frames are cut back out on export and send.
- Masks are stored compactly (run-length), so large masks stay small.
#Workflows
#One look, many sprites
- Build the look on one sprite (remaps, fills, a final Palette snap).
- Open the next sprite: your layer stack is kept. Masks and saved selections are dropped if the size differs, so prefer clipping and colour-based remaps over masks for reusable looks.
- Export or Send to App, then repeat. Save the look as a variant on each sprite you'll revisit.
#Palette swaps for game engines
- Make each colour variant with a Swatch remap only (no fills or smooth adjustments).
- Export map for each variant: the from → to pairs are exactly what a palette-swap shader needs.
- Export one base sheet, ship the colour maps as data, and swap colours in the engine instead of shipping every sheet.
#A recolour step in a team pipeline
- In Flow, add Pixxomo after Pixxava or Pixxani.
- Keep the team's colour maps in a shared place; each person imports the right map, saves the variants and uses Send result to Flow.
- Send to App also offers Its colours (palette), so the final palette can go to Pixxulo for the style guide.
#Tips and shortcuts
- Shift + / Shift − cycle blend modes on the selected layer; hover a mode in the menu to preview it.
- Delete / Backspace removes the selected layer · Esc clears the selection.
- Slider drags are grouped into one undo step per control, so Ctrl+Z undoes a whole drag.
- Gradient angles follow Photoshop: 90° puts the first stop at the bottom.
- Under Swatches, Result colours offers .hex and .gpl downloads and Send palette….
#Troubleshooting
- A clipped adjustment spreads onto empty space: it can't change alpha, so look for an unclipped fill underneath that's covering the canvas.
- Colour modes look slightly different from an old project: the Hue, Saturation, Color and Luminosity modes now use the W3C formulas, so old projects that used them can shift a little.
- Fill at 0 still shows something: that's the layer's styles (overlay, stroke, shadow). Lower Opacity to hide those too.
- A mask vanished after opening another sprite: masks only survive when the new picture is the same size.
- Import map says "No colour pairs": check the file has pairs or "#from": "#to" entries with 6-digit hex colours.