Bevel & Emboss
Give lettering a raised or engraved edge.
Try on the headline; adjust depth, lighting and highlight/shadow colors.
A 2D layer style, separate from Luma’s editable 3D lettering.
THE EFFECTS REVIEW
Layer effects, smart filters and blend modes each do a different job. Use this guide alongside the real eight-layer project.
Style the silhouette, surface or backdrop of a layer. Start with Stroke, Drop Shadow and Outer Glow.
Give lettering a raised or engraved edge.
Try on the headline; adjust depth, lighting and highlight/shadow colors.
A 2D layer style, separate from Luma’s editable 3D lettering.
Outline text or a cutout.
A thin contrasting stroke keeps the headline readable over busy imagery.
Inside, outside and center placement; color, gradient and pattern fills.
Shade the inside edge of a layer.
Use a small offset for inset lettering or a paper-cut impression.
Works from the layer’s silhouette; it does not infer scene geometry.
Add light inside a silhouette.
Try a restrained highlight on the character or title.
Supports edge/center source and softer/precise falloff.
Add overlapping, shaded ripples inside a layer.
Explore on large lettering where the contour is easy to see.
A graphic shading treatment; it does not simulate fabric.
Cover a layer’s visible content with a color treatment.
Try a colored motif and compare the effect’s own blend modes.
An overlay is different from selecting and replacing particular source colors.
Apply a gradient within a layer.
Give the title a two-color finish, then change gradient direction.
Linear, radial, angle, reflected and diamond gradients.
Fill the silhouette with a repeated pattern.
Try dots or stripes on the headline.
The current style offers checker, stripes and dots; custom image brushes are a separate tool.
Spread a glow from bright source pixels.
Try low opacity on the light wash or a bright image.
Threshold controls which highlights contribute; dark layers may show little change.
Shade according to the layer’s image detail.
Try on the fabric motif for a pressed texture.
Image-based 2D shading, without editable geometric depth.
Add a halo beyond the layer edge.
Try behind the headline against a dark scene.
Its appearance depends on the silhouette and contrast with the background.
Offset a soft silhouette behind a layer.
Start here for readable type and separated collage panels.
The current below-content effect does not offer backdrop blend-mode control.
Extend the silhouette along an offset.
Use on a short headline for a bold graphic direction.
A stepped 2D extrusion effect.
Add localized darkening around the layer’s contact region.
Compare at low opacity on an overlapping image.
A compositing treatment; it does not calculate physical contact with 3D geometry.
Blur the layers behind the selected silhouette.
Try on the collage or headline above a detailed scene.
Needs visible content underneath. It blurs the backdrop, not the selected layer’s own pixels.
Distort the backdrop around the selected silhouette’s alpha edges.
Use above the scene for a glass-like edge treatment.
A 2D alpha-driven approximation, not physically accurate glass.
Mirror the backdrop inside the selected layer’s silhouette.
Adjust offset and blur to explore what appears inside the shape.
Reflects the backdrop around the layer center; it is not an automatic floor reflection of the object.
Change the filter’s settings, opacity or position in the stack. Disable it to compare with the unfiltered layer.
Soften detail and separate a busy background from the subject.
Start with 2–4 px; the Gaussian-style blur uses a three-pass box approximation.
Smear detail along a chosen direction.
Use modest radius and angle for an intentional motion study.
Smooth neighboring colors while retaining stronger edges.
Radius and threshold trade texture against edge preservation.
Increase edge contrast with Unsharp Mask.
Inspect at full size; too much amount creates halos.
Isolate edge detail around middle gray.
Pair with Overlay or Soft Light; Normal intentionally looks gray.
Replace isolated pixel values with neighborhood medians.
Useful for a small cleanup study; large values remove detail.
Replace sufficiently different pixels with a neighborhood median.
Threshold and radius need close inspection on the actual source.
Smooth luminance and color noise with separate controls.
Compare texture before and after; this is a local denoise filter.
Use an aperture-shaped blur with highlight bloom.
Blades, rotation and highlights change the look; it does not infer a depth map.
Ripple pixels using an adjustable wave.
The current filter is procedural-wave displacement, not an uploaded displacement-map workflow.
Expand brighter image regions.
A morphology-style effect; can make fine artwork look heavier or lighter depending on polarity.
Expand darker image regions.
Compare with Maximum on the motif to understand the difference.
Reverse RGB colors.
Useful for a negative treatment or dramatic blend experiment.
Reduce image color toward grayscale.
Adjust the amount or filter opacity to retain some color.
Rotate hue across the layer.
White and gray contain little hue; use targeted Recolor for the white-shirt lesson.
Try the same mode on both the light wash and fabric motif. Different source colors and layer order produce different results.
Normal stacks pixels directly; Dissolve distributes partial opacity as a stippled pattern.
Favor darker values. Start with Multiply for ink and texture.
Favor lighter values. Start with Screen for light, fog and glow.
Combine darkening and lightening. Start with Soft Light, then compare Overlay.
Create differences, negatives and strong graphic interactions. Useful for experimentation and image comparison.
Take hue, saturation, color or luminosity from a layer while combining the remaining components with its backdrop.
Blend If controls which source and underlying tonal ranges show through. Feathered handles soften transitions. Multiple blend passes can combine more than one mode on a layer.
The five blend recipes combine existing modes: Detail, Glow, Depth, Color, Cinema.
Explore these in a duplicate project. Adding an adjustment layer increases the eight-layer exercise’s layer count.
Tone includes exposure, contrast, temperature and related controls. Color Lookup includes preset looks and supported cube LUTs. Relight Field is a local tonal/color treatment; it does not reconstruct physical scene lighting.
Start with Multiply, Screen, Soft Light, Stroke, Drop Shadow and a small Gaussian Blur. Then introduce Blend If, filter order, and backdrop-dependent effects.
Catalog and renderer review of the editor used by these workshops. The review describes implemented behavior; it is not a certification of every device or Photoshop interchange case.