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5.1
Editors

Color

Color nodes: Adjust.

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Add menu - Color

Add menu - Color
Add menu - Color

Here you find color related nodes.

Alpha Convert

Alpha Convert

This node converts the alpha channel interpretation of an image from pre-multiplied to straight or vice versa. With a straight alpha channel you might run into artifacts at the borders when the pixels in the semi transparent areas.

Input

Image

The input image.

Properties

Mapping Type
Mapping Type

Convert straight to premultiplied. Or convert premultiplied to straight.

Output

Image

The image output.

Alpha Over

Alpha Over

The Alpha Over node is used to layer images with an alpha channel on top of one another.

Where the foreground image pixels have an alpha greater than 0, the background image will be overlaid.

EntryWhat it does
InputsBackground: Input for the background image. · Foreground: Input for the foreground image. · Factor: Controls the amount of foreground image. A factor less than 1 will make the foreground more transparent.
Straight AlphaDefines wether teh foreground ins in straight alpha form, which is necessary to konw for proper alpha composing. Images in the compositor are in premultiplied alpha form by default. So it should be false in most cases. But if, and only if, the foreground was converted to straight alpha form for some reason, this should be set to true.

Properties

Properties
EntryWhat it does
OverThe foreground goes over the background according to the alpha of the foreground.
Disjoint OverThe foreground goes over the background according to the alpha of the foreground while assuming the background is being held out by the foreground.
Conjoint OverThe foreground goes over the background according to the alpha of the foreground. But the foreground completely covers the background if it is more opaque but not necessarily completely opaque.

Outputs

Image

Image output.

Set Alpha

Set Alpha

The Set Alpha Node adds an alpha channel to an image.

Inputs

EntryWhat it does
ImageStandard image input.
AlphaThe amount of Alpha can be set for the whole image by using the input field or per pixel by connecting to the socket.
Type
Type
EntryWhat it does
Apply MaskMultiply the alpha channel of the input image by the alpha input value.
Replace AlphaReplace the alpha channel of the input image by the alpha input value.

Outputs

Image

The image output.

Combine Color

Combine Color

Combine single RGBA floating point channels into a single image.

Input

Mode
  • RGB colour processing
  • HSV colour processing
  • HSL colour processing
  • YcbCr converts an YCbCrA image to RGBA color space and unions the channels.
  • Y: Luminance, 0=black, 1=white
  • Cb: Chrominance Blue, 0=Blue, 1=Yellow
  • Cr: Chrominance Red, 0=Red, 1=Yellow
  • YUV converts an YUVA image to RGBA color space. Note that U and V values range from -0.5 to +0.5.
EntryWhat it does
Input – RGB modeR, G, B and A: The red, green, blue and alpha channels of an image.
Input – HSV modeH , S and V: The Hue, Saturation and Value channels of an image.
Input – HSL modeH , S and L: The Hue, Saturation and Luminescence channels of an image.

Input – YCbCRA mode

Input – YCbCRA mode
Input – YCbCRA mode
Y, Cb, Cr and A

Luminance, Chrominance Blue, Chrominance Red and Alpha input.

EntryWhat it does
PropertiesModes: ITU 601, ITU 709, Jpeg. These are encoding standards for the YCbCrA color space.
Input – YUVA modeY, U, V and A: Luminance, Chrominance U, Chrominance V and Alpha channel.
OutputImage: The output image.

Separate Color

Separate Color

Separates the single RGBA channels from a single image.

Input

Mode
  • RGB colour processing
  • HSV colour processing
  • HSL colour processing
  • YcbCr converts an YCbCrA image to RGBA color space and unions the channels.
  • Y: Luminance, 0=black, 1=white
  • Cb: Chrominance Blue, 0=Blue, 1=Yellow
  • Cr: Chrominance Red, 0=Red, 1=Yellow
  • YUV converts an YUVA image to RGBA color space. Note that U and V values range from -0.5 to +0.5.

Output – RGB mode

EntryWhat it does
R, G, B and AThe red, green, blue and alpha channels of an image.
Output – HSV modeH , S and V: The Hue, Saturation and Value channels of an image.
Output – HSL modeH , S and L: The Hue, Saturation and Luminescence channels of an image.
Output – YCbCRA mode
Output – YCbCRA mode
Output – YCbCRA mode
EntryWhat it does
Y, Cb, Cr and ALuminance, Chrominance Blue, Chrominance Red and Alpha input.
Properties—
ModesITU 601, ITU 709, Jpeg. These are encoding standards for the YCbCrA color space.

Output – YUVA mode

Y, U, V and A

Luminance, Chrominance U, Chrominance V and Alpha channel.

Depth Combine

Depth Combine

The Depth Combine node combines two images based on their Z-depth maps. It overlays the images using the provided Z values to detect which parts of one image are in front of the other.

Inputs

EntryWhat it does
AThe background image.
Depth AZ depth of the background image.
BThe foreground image.
Depth BZ depth of the foreground image.
Use AlphaThe chosen Image pixel alpha channel is also carried over. If a pixel is partially or totally transparent, the result of the Z Combine will also be partially transparent; in which case the background image will show through the foreground (chosen) pixel.
Anti-Alias ZApplies Anti-Aliasing to avoid artifacts at sharp edges or areas with a high contrast.

Outputs

EntryWhat it does
ResultIf both Z values are equal, it will use the foreground image. Whichever Z value is less decides which image pixel is used. See Z-buffer.
DepthThe combined Z depth, which allows to thread multiple Z-combines together.

Mix Color

Mix Color

The Mix Node mixes images by working on the individual and corresponding pixels of the two input images. Called “MixRGB” in the shader and texture context.

EntryWhat it does
InputsFactor: Controls the amount of influence the node exerts on the output image. · Image 1: Usually the background image. The image size and resolution sets the dimensions of the output image. · Image 2: Usually he foreground image.
PropertiesMix: Choose the different blending modes. Add, Subtract, Multiply, Screen, Divide, Difference, Darken, Lighten, Overlay, Color Dodge, Color Burn, Hue, Saturation, Value, Color, Soft Light, Linear Light. · Clamp: Limit the highest color value to not exceed 1.
OutputsImage: Image output.

Blackbody

Blackbody

Convert a blackbody temperature to a rgb value.

EntryWhat it does
InputsTemperature: The blackbody temperature.
OutputsColor: The output RGB color.

ColorRamp

ColorRamp

The Color Ramp Node is used for mapping values to colors with the use of a gradient.

Inputs

Factor

The Factor input is used as an index for the color ramp.

Properties

Color Ramp

Color Ramps enables the user to specify a range of colors based on color stops. The color between the color stops gets interpolated.

Controls
EntryWhat it does
+Add a stop to your color ramp. The stop will be added after the selected one, in the middle to the next one.
-Deletes the selected color stop from the list.

Tools menu

Tools menu
EntryWhat it does
Flip Color RampFlips the gradient, inverting the values of the color ramp.
Distribute Stops from LeftRearrange the stops so that every step has the same space to the right.
Distribute Stops EvenlySpace between all neighboring stops becomes equal.
Eyedropper (pipette icon) EAn Eyedropper to sample a color or gradient from the interface to be used in the color ramp.

Reset Color Ramp

Reset Color Ramp

Resets the color ramp to its default state.

Color Mode

EntryWhat it does
RGBBlends color by mixing each color channel and combining.
HSV/HSLBlends colors by first converting to HSV or HSL, mixing, then combining again. This has the advantage of maintaining saturation between different hues, where RGB would de-saturate, this allows for a richer gradient.

Interpolation

Interpolation
EntryWhat it does
EaseUses an Ease Interpolation for the color stops.
CardinalUses a Cardinal Interpolation for the color stops.
LinearUses a Linear Interpolation for the color stops.
B-SplineUses a B-Spline Interpolation for the color stops.
ConstantUses a Constant Interpolation for the color stops.

Color Ramp

Color Ramp

The color band. A click at one of the color stops makes it the active one. You can move the color stops by clicking at them and dragging them around.

Active Color Stop elements

Active Color Stop elements
Active Color Stop elements

Adjust the active color stop.

EntryWhat it does
Choose active color stopChoose the color stop by index.
PosThe position of the active color stop. The range goes from 0.000 to 1.000

Outputs

EntryWhat it does
ColorThe color output.
AlphaAlpha channel output.

Convert Colorspace

Convert Colorspace

Convert between color spaces.

Note that the conversion is skipped when converting between the same color spaces or to or from data spaces.

Input

Image

The input image.

Properties

From
From

The current color space.

To

The destination color space.

Output

Image

The image output.

Convert to Display

Convert to Display

Transforms an image from scene-linear color space into a display-referred format, using Blender’s color management pipeline. This is essential when working with raw data, custom view transforms, or prepping visuals for final output.

Inputs

EntryWhat it does
ImageThe input image in scene-linear space—typically the result of render layers, raw file input, or procedural compositing.
InvertReverses the display transform—useful for decoding display-referred images back to linear.

Properties

Display
Display

Selects the target display device (e.g. sRGB, Rec.709, Display P3).
Determines how the image is mapped for viewing on screens.

View
View

Applies a tone mapping curve (e.g. Standard, Filmic, Raw).
Controls contrast, highlight rolloff, and perceptual brightness.

View
Look

Optional artistic adjustment layer (e.g. Medium Contrast, High Contrast, None).
Adds stylized tweaks on top of the view transform.

Output

Image

The display-referred result, ready for preview, export, or further compositing.

Invert Color

Invert Color

The Invert Node inverts the colors in the input image, producing a negative.

Inputs

EntryWhat it does
ColorStandard input.
FactorControls the amount of influence the node exerts on the output image.
Invert ColorInvert the RGB values.
Invert AlphaInvert the Alpha values.

Outputs

Color

Standard image output.

Color

RGB to BW

The RGB to BW Node converts an RGB color image to a gray-scale image based at its luminance.

EntryWhat it does
InputsImage: Color image input.
OutputsVal: Gray-scale value output.

Adjust

Add menu - Color - Adjust

Add menu - Color - Adjust
Add menu - Color - Adjust

Here you find color related nodes.

Brightness/Contrast

Brightness/Contrast

Adjust the brightness and contrast.

Inputs
EntryWhat it does
ImageThe image input
BrightnessAn additive-type factor by which to increase the overall brightness of the image. Use a negative number to darken an image.
ContrastA scaling type factor by which to make brighter pixels brighter, but keeping the darker pixels dark. Higher values make details stand out. Use a negative number to decrease the overall contrast in the image.
Outputs
Color

Standard output.

Note: It is possible that this node will put out a value set that has values beyond the normal range, i.e. values greater than one and less than zero. If you will be using the output to mix with other images in the normal range, you should clamp the values using the Map Value node (with the Min and Max enabled), or put through a Color Ramp node (with all normal defaults).

Color Balance

Color Balance

The Color Balance node can adjust the color and values of an image.

Inputs
EntryWhat it does
FactorControls the amount of influence the node exerts on the output image.
ImageStandard image input.
Properties
Properties
Type

You can choose between different formulas.

Lift/Gamma/Gain
Lift/Gamma/Gain
EntryWhat it does
LiftIncreases the value of dark colors.
GammaWill adjust mid tones.
GainAdjusts highlights.
Color wheel
Color wheel

When you click at one of the colors then you will call a color wheel where you can adjust the colors.

Offset/Power/Slope (ASC-CDL)
Offset/Power/Slope (ASC-CDL)
EntryWhat it does
OffsetSummand. (Adjusts the overall brightness.)
BasisAdditional offset, allows to specify a negative Offset value.
PowerOver-all exponent. (Adjusts the mid tones.
SlopeMultiplier. (Adjusts the highlights.)

Color wheel

Color wheel

When you click at one of the colors then you will call a color wheel where you can adjust the colors.

White Point
White Point

Chromatic adaption from a different white point.

EntryWhat it does
Input—
TemperatureColor temperature of the inputs white point.
TintColor tint of the inputs white point.
PickerPick an input whitepoint. The color that gets mapped to white.
Output—
TemperatureColor temperature of the outputs white point. · Tint: Color tint of the outputs white point. · Picker: Pick an output whitepoint. The color which gets white gets mapped to.
Outputs
Image

The output image.

Advanced
The Offset/Power/Slope Formula

out = (i × s + o)p

where:

out: The color graded pixel code value.

i: The input pixel code value (0 to 1) (black to white).

s: Slope (any number 0 or greater, nominal value is 1.0).

o: Offset (any number, the nominal value is 0).

p: Power (any number greater than 0, nominal value is 1.0).

Color Correction

Color Correction

With the Color Correction node you can adjust the color of an image. Separated in several tonal ranges (highlights, mid tones and shadows) and only affect the necessary RGB channels.

Input
EntryWhat it does
ImageImage Input.
MaskInput a mask to cover parts of the image so that they are affected.
Properties
Master panel
Master panel
EntryWhat it does
SaturationAdjusts the image’s saturation.
ContrastAdjust image contrast.
GammaExponential gamma correction, affecting the whole image. (Works like Power in the Color Balance node.)
GainMultiplier, stronger influence on the whole image. (Works like Slope in the Color Balance node.)
OffsetControls the offset of the entire image.
Highlights panel
Highlights panel
EntryWhat it does
SaturationAdjusts the saturation of the highlights.
ContrastAdjust image contrast of the highlights.
GammaExponential gamma correction, affecting the highlights of the image. (Works like Power in the Color Balance node.)
GainMultiplier, stronger influence on the highlights. (Works like Slope in the Color Balance node.)
OffsetControls the offset of the of the highlights.
Midtones panel
Midtones panel
EntryWhat it does
SaturationAdjusts the saturation of the midtones.
ContrastAdjust image contrast of the midtones.
GammaExponential gamma correction, affecting the midtones of the image. (Works like Power in the Color Balance node.)
GainMultiplier, stronger influence on the midtones. (Works like Slope in the Color Balance node.)
OffsetControls the offset of the of the midtones.
Midtones panel
Midtones panel
EntryWhat it does
SaturationAdjusts the saturation of the midtones.
ContrastAdjust image contrast of the midtones.
GammaExponential gamma correction, affecting the midtones of the image. (Works like Power in the Color Balance node.)
GainMultiplier, stronger influence on the midtones. (Works like Slope in the Color Balance node.) · Offset: Controls the offset of the of the midtones.
Shadows panel
Shadows panel
EntryWhat it does
SaturationAdjusts the saturation of the shadows.
ContrastAdjust image contrast of the shadows.
GammaExponential gamma correction, affecting the shadows of the image. (Works like Power in the Color Balance node.)
GainMultiplier, stronger influence on the shadows. (Works like Slope in the Color Balance node.)
OffsetControls the offset of the of the shadows.
Tonal range panel
Tonal range panel
Mid tones Start, Mid tones End

Defines the start and the end of mid tones range, i.e. values where the whole tonal range is divided into the highlights, mid tones and shadows (there is also a smooth transition between the ranges of width 0.2 units).

Channels
Channels

Red, Green, Blue

Specifies which RGB channels will be affected by correction.

Outputs
Color

The image output.

Exposure

Exposure

The Exposure Node node allows you to make areas of an image brighter or dimmer.

EntryWhat it does
InputsImage: Standard image input. · Exposure: The scalar factor to adjust the exposure of the image.
OutputsImage: Standard image output.

Gamma

Gamma

Use this node to apply a gamma correction.

EntryWhat it does
InputsImage: Image input. · Gamma: An exponential brightness factor.
OutputsImage: Image output.

Hue Correct

Hue Correct

With the Hue Correct Node you can adjust the Hue, Saturation, and Value of an image with an input curve.

Inputs
EntryWhat it does
ImageStandard image input.
FactorControls the amount of influence the node exerts on the output image.
Properties
Level

H (Hue), S (Saturation), V (Value). Choose which curve you want to modify.

Tools menu
Tools menu
EntryWhat it does
Reset ViewResets the view. This menu item is here dysfunctional, you cannot view in or out.
Reset CurveResets the curve to defaults.
Auto HandleSets the handle for the curve points to Auto Handle.
Vector HandleSets the handle for the curve points to Vector Handle.
Auto ClampedSets the handle for the curve points to Auto Clamped.
X / YThe x and y position of the currently selected curve point.
Delete PointsDeletes the currently selected curve point.
Output
Image

Image Output

Hue/Saturation/Value

Hue/Saturation/Value

The Hue Saturation Node applies a color transformation in the HSV color space. Called “Hue Saturation Value” in shader and texture context.

Inputs / Properties

The inputs also works as properties when nothing is connected.

EntryWhat it does
ImagePlug in an image.
HueSpecifies the hue rotation of the image. 360° are mapped to (0 to 1). The hue shifts of 0 (-180°) and 1 (+180°) have the same result.
SaturationA saturation of 0 removes hues from the image, resulting in a gray scale image. A shift greater than 1.0 increases saturation.
ValueValue is the overall brightness of the image. De/Increasing values shift an image darker/lighter.
FactorControls the amount of influence the node exerts on the output image.
ImageStandard input.
Outputs
Image

Standard output.

Hue/Saturation Tips

Some things to keep in mind that might help you use this node better:

Hues are vice versa

A blue image, with a Hue setting at either end of the spectrum (0 or 1), is output as yellow (recall that white, minus blue, equals yellow). A yellow image, with a Hue setting at 0 or 1, is blue.

Hue and Saturation work together.

So, a Hue of 0.5 keeps the blues the same shade of blue, but Saturation can deepen or lighten the intensity of that color.

Gray & White are neutral hues

A gray image, where the RGB values are equal, has no hue. Therefore, this node can only affect it with Value. This applies to all shades of gray, from black to white; wherever the values are equal.

Changing the effect over time

The Hue and Saturation values can be animated with a Time Node or by animating the property.

RGB Curves

RGB Curves

The RGB Curves Node allows color corrections for each color channel and levels adjustments in the compositing context.

Inputs
EntryWhat it does
ImageStandard image input.
FactorControls the amount of influence the node exerts on the output image.
Black LevelDefines the input color that is (linear) mapped to black.
White levelDefines the input color that is (linear) mapped to white.
Properties
Properties
Tone

What tone mapping to use. Standard or Film like.

Curve Field
Channel buttons
Channel buttons

Clicking on one of the channels displays the curve for each.

C (Combined RGB), R (Red), G (Green), B (Blue).

Navigation elements

They are described from left to right.

Zoom in and out

The two buttons with the magnifying glass at it zooms in and out in the curve window.

Clipping
Clipping

Clipping options. Set up clipping for the stroke.

Tools
Tools

Tools is a menu where you can find some curve related tools.

EntryWhat it does
Reset ViewResets the curve windows zoom.
Extend horizontalExtends the curve before the first curve point and behind the last curve point horizontally.
Extend extrapolatedExtends the curve before the first curve point and behind the last curve point extrapolated.
Reset CurveResets the curve to the initial shape.
Curve edit fieldCreate and tweak a Bezier curve that varies the input levels (X axis) to produce an output level (Y axis).

Selecting Points

Selecting Points

This setting uses the curve widget: click to add points, drag to move them. See Curve Widget in the Interface chapter.

Adding Points

Adding Points

Curve point settings

Curve point settings

When you have a point selected then you will reveal further settings at the bottom.

EntryWhat it does
Vector HandleSet handle type to Vector.
Auto HandleSet handle type to Auto.
Auto Clamped HandleSet handle type to Auto Clamped.
Outputs
Color

Standard output.

Tonemap

Tonemap

Tone mapping is a technique used in image processing and computer graphics to map one set of colors to another in order to approximate the appearance of high dynamic range images in a medium that has a more limited dynamic range.

Tone mapping addresses the problem of strong contrast reduction from the scene values (radiance) to the displayable range, while preserving the image details and color appearance. This is important to appreciate the original scene content.

Inputs
Image

Plug in the HDR image.

Properties
Type

There are two methods of tone mapping. Rh Simple and R/D Photo receptor.

Rh Simple
Rh Simple
EntryWhat it does
KeyThe value the average luminance is mapped to.
BalanceNormally always 1, but can be used as an extra control to alter the brightness curve.
GammaIf not used, set to 1.
R/D Photo receptor
R/D Photo receptor
EntryWhat it does
IntensityA value smaller than zero darkens image. A value greater than zero makes it brighter.
ContrastSet to 0 to use estimate from input image.
AdaptationIf 0, global; if 1, based on pixel intensity.
Color CorrectionIf 0, same for all channels; if 1, each independent.
Outputs
Image

The Image output.