More info here
Some tutorials for the compositing nodes can be found here.
Resize an image.
Input a grayscale bump map to generate a normal map.
Strength - normalmap strength control
Uses workspace curves to to define the 1d bitmap that feeds the Image Curve node.
Response can be slow while in interactive update mode. Use the Image Resample or Image Shrink or Zoom nodes to temporarily reduce the resolution of the image or press the Start Interactive Update/Stop to enable/disable updates temporarily.
I guess colorIn and colorOut can be used inside a material context?
Choose/Examine a color from an image or use as a preview display.
Option to drag and drop an image onto the thumbnail or ctrl click to use a file dialog
Save swatch button for use with the web based colorpicker.
Add the values of two images.
Combine images by alternating horizontal lines. Value of 2 swaps images every 2 lines. 1 swaps every other line.
Create an image based on the maximum rgba values of two images.
Create an image based on the minimum rgba values of two images.
Create an image based on the weighted rgba values of two images. A mix value of 0.5 will mix equal amounts of the 2 images. The mix value is between 0 and 1. The mix amount can also be driven by an input image. Check mix alpha to read the mix value from the image alpha channel, uncheck to read from the color portion of the image.
Value = bitmapA * mix + bitmapB * (1-mix)
Create an image based on the multiplication of two images. The Divide checkbox will change the node to divide instead of multiply.
Display the composite result through a camera on an image plane. The distanceIn controls how far the image plane is from the camera and the xsize and ysize control the image aspect ratio.
To use select a camera and push the Connect to Camera button then open a 3d view and set it to camera view mode. To fit the image in the view also use the window settings to set the width and height to match.
A second version of this node is included that takes an alpha bitmap input.
Combine two images with the composite over process using the alpha channel of bitmapA or if connected the Input alpha image.
The alpha alpha check will take the alpha value from the alpha channel of the Input alpha image. Otherwise it will use the color of the Input alpha image to control the alpha.
Combine two images using overlay mode. Reverse the input connections for a Hard Light mode.
Combine two images using screen mode.
Combine two images using subtraction. Use absolute value to use as a difference node.
Add a constant value to an image. The Alpha Value Only will add the Alpha In constant to each of the rgb values of the image, otherwise the Red in, Green in, Blue in and Alpha in inputs will be added to the corresponding rgba values of the input image.
A Mask Input image can be used to apply the change to portions of the input. Mask Alpha Only will use the mask alpha value instead of the rgb values of the mask.
Note that the mask image processing is slow.
Blur an image. A mask input image can be used to apply the change to portions of the input. Mask Alpha Only will use the mask alpha instead of the rgb values of the mask.
Blur code taken from http://www.blackpawn.com/texts/blur/default.html
Note that the mask image processing is slow.
Combine 4 input images to a single rgba image. All inputs must be used to generate an output. Only the red channel of each input image will be read. Gray images in truespace use the red channel.
Split an image into it's color components, rgba.
Computes the distance from the input color defined by the rgb values and generates an image based on the color distance.
Basic green/blue screen image processor. Uncheck for blue screen.
value = green - max(red, blue) or value = blue - max(red, green)
This convolve has the effect of sharpening the image. Check edge finder to output the image lines. Mask input is used to restrict the effect to areas defined by it's rgb or alpha value. The convolve radius set to 1 for a 3x3 pixel window.
Note that the mask image processing is slow.
Connect a color curve to control the output effect on an image. Alpha Curve Only checked means to only look at the alpha color curve for all color channels. If unchecked each of the rgba color curves will be used.
A color curve is a 1 dimensional image generated from the Color Curves node.
Note that the mask image processing is slow.
Apply gamma to an input image with optional mask and optional separate rgb gammas.
Note that the mask image processing is slow.
Display filename, image format and image size information.
Invert the input image.
Note that the mask image processing is slow.
Load a single image or sequence of images. Check "isaSequence" to load a sequence. Push the "setup keyframes" button to set keyframes needed to switch images as the timeline progresses.
tiff image loader can be used to load a sequence of tiff image files
Convert rgb to grayscale image.
Note that the mask image processing is slow.
Multiply an image by a constant. Option mask input to restrict the effect to a mask image values.
Alpha Value Only check will multiply the rgb by the alpha in input. Unchecked and each rgba will be multiplied individually.
Any contrast amount other than 1 will apply a contrast to the image.
Note that the mask image processing is slow.
Perlin noise. X and Y Scale controls the size of the noise pattern. X and Y Size controls the image resolution
based on Blender code
Store an image rgb values to the alpha channel. Use the alpha2rgb check box to reverse and store the alpha to the rgb values.
Save the result to disk. Don't check "enableSave" until all else is setup. Click save as to define the base file name and type of image(choose "all" to change from the tga default). Check "isaSequence" to save a sequence of images. Set the timeline to the desired output range and push the setup keyframes button so that images will be saved as the time progresses. It may be necessary to set playback to all frames(not sure about that). Uncheck repeat in the animation preferences so it only plays once. last step is to rewind the animation, check enableSave and play the animation. In this case the animation would be the sequence of images processed through the compositing system.
The composite render node can also be used to render the sequence from a camera, but alpha values and any hdr values will not be preserved. Extensions must be typed in manually in the save as dialog.
BMP - Save as bitmap file
JPG - Save as jpeg
TGA - Save as targa
PNG - Save as PNG
DDS - Save as DirectX DDS file
HDR - Save in HDR format
Note(April 2011): Just found that one of my assumptions was wrong. Setting playback to "all frames" does not guarantee that all frames will be evaluated. Use the Truespace "Render to File" to render a dummy sequence which in turn will force each frame to be evaluated.
April 2011 - fixed bug in the image saver number sequencer.
Dec 2023 - open folder button from the unofficial updates
The nodes can be slow. This node will reduce the size of it's input image by resolution divisor factor. 2= half the size in horizontal and vertical, 3= one third the size. The compositing nodes are slow so apply an image shrink to all input images while working. Remove/bypass the image shrink when rendering the final result. Check zoom to zoom the image and X and Y offsets to move the image center(actually the upper left corner). Zoom can be used with the color picker to see a closeup.
Used to create an image of a specific size with a constant color. Select a color then push the button to generate the image.
Use Numbers - check to use the rgba numbers to generate the color. This allows for HDR color values above 1.0 and below 0.0
Convert a color input to rgb number values
Used to create a cropped image with the upper left corner at ( X Offset, Y Offset ) and physical dimensions of X and Y Size .
Resolution of X and Y Size.
based on Blender
https://docs.blender.org/manual/en/2.79/render/blender_render/textures/types/procedural/clouds.html
Texture Offset and Size controls for the 3D texture
The YafaRay panel does not include controls for 3D offset and size
Resolution of X and Y Size.
based on Blender
https://docs.blender.org/manual/en/2.79/render/blender_render/textures/types/procedural/marble.html
Texture Offset and Size controls for the 3D texture
The YafaRay panel does not include controls for 3D offset and size
Resolution X and Y Size.
based on Blender
https://docs.blender.org/manual/en/2.79/render/blender_render/textures/types/procedural/voronoi.html
Texture Offset and Size controls for the 3D texture
The YafaRay panel does not include controls for 3D offset and size
Resolution X and Y Size.
based on Blender: https://docs.blender.org/manual/en/2.79/render/blender_render/textures/types/procedural/wood.html
Texture Offset and Size controls for the 3D texture
The YafaRay panel does not include controls for 3D offset and size
March 28 2010