Overview
Color Matrix exposes an editable 4×4 matrix - the same kind shaders use for color transformations. The identity matrix changes nothing; by editing the coefficients, you build effects such as sepia, weighted B&W, channel swaps or inversions.
Powerful for people who think in coefficients. Less intuitive than a Color Corrector for classic grading - prefer it for "exotic" or reproducible transformations (a matrix is easy to copy/share).
Where to find this node
- Effects Library:
Tools > Color > Color Matrix - Quick add: right-click in the Node Editor →
Add Tool > Color > Color Matrix
Inputs
- Input (orange) - required. The 2D image to transform.
- Effect Mask (blue) - optional. Limits the transformation to an area.
Setup
MediaIn → Color Matrix → Merge 2D → Saver
How the matrix works
Each output channel is computed as:
[R out] = cRR × [R in] + cRG × [G in] + cRB × [B in] + cRA × [A in] + offsetR [G out] = cGR × [R in] + cGG × [G in] + cGB × [B in] + cGA × [A in] + offsetG [B out] = cBR × [R in] + cBG × [G in] + cBB × [B in] + cBA × [A in] + offsetB [A out] = cAR × [R in] + cAG × [G in] + cAB × [B in] + cAA × [A in] + offsetA
Structure of the matrix in the Inspector:
- Rows = output channels: R, G, B, A.
- Columns = input channels: R, G, B, A + an Add column (constant offset).
The identity matrix (default):
R G B A Add R out: 1 0 0 0 0 → R out = R in (unchanged) G out: 0 1 0 0 0 → G out = G in B out: 0 0 1 0 0 → B out = B in A out: 0 0 0 1 0 → A out = A in
This matrix copies each input channel to the matching output channel, without any change.
Controls tab
- Update Lock
- Temporarily disables rendering while you edit the matrix. Useful if every change triggers a heavy recalculation. Turn it back on once the matrix is set.
- Matrix
- A 4-row × 5-column grid (RGBA + Add) to edit. All the coefficients are floats - negative values are possible (to subtract), > 1 is possible (to amplify).
- Invert
- Inverts the matrix (computes the inverse matrix). Lets you cancel the effect of a Color Matrix downstream, the equivalent of a chained undo. Warning: if the matrix is singular (not invertible, e.g. all zeros on a row), the inversion fails.
Classic matrix recipes
Weighted B&W (standard Rec.709 luminance)
Each output channel is a weighted combination of the source RGB, giving a perceptually correct luminance:
R G B A Add R out: 0.2126 0.7152 0.0722 0 0 G out: 0.2126 0.7152 0.0722 0 0 B out: 0.2126 0.7152 0.0722 0 0 A out: 0 0 0 1 0
The 3 RGB rows are identical → each output pixel has R=G=B → a grayscale image. The coefficients 0.2126 / 0.7152 / 0.0722 reflect human sensitivity (green dominates).
Sepia
R G B A Add R out: 0.393 0.769 0.189 0 0 G out: 0.349 0.686 0.168 0 0 B out: 0.272 0.534 0.131 0 0 A out: 0 0 0 1 0
Channel swap (Red ↔ Blue)
R G B A Add R out: 0 0 1 0 0 (Red out = Blue in) G out: 0 1 0 0 0 (Green unchanged) B out: 1 0 0 0 0 (Blue out = Red in) A out: 0 0 0 1 0
Negative (color inversion)
R G B A Add R out: -1 0 0 0 1 (1 - R) G out: 0 -1 0 0 1 B out: 0 0 -1 0 1 A out: 0 0 0 1 0
Global tint (warm cast)
R G B A Add R out: 1 0 0 0 0.1 (+10% red everywhere) G out: 0 1 0 0 0.05 (+5% green) B out: 0 0 1 0 0 A out: 0 0 0 1 0
Use cases
- Channel swap - swap R and B to debug a shot that arrives with inverted channels (typical of badly made BMP imports).
- Scientific B&W - Rec.709 weighted luminance instead of a naive desaturation. Preserves the correct tonal hierarchy.
- Faithful sepia effect - a recognized mathematical formula (used in Photoshop, After Effects).
- Reproducible stylized look - a custom matrix can be saved and reapplied identically to other shots (more reliable than a Color Corrector with many parameters).
- Full negative - negative coefficients + offsets = a pure inversion.
- Uniform color cast - the Add column lets you add a uniform color to every pixel (≠ a tint, which multiplies).
Tips & pitfalls
- Matrix thinking vs slider thinking - if you do not naturally think in coefficients, Color Matrix is intimidating. For standard grading, prefer Color Corrector.
- Perfect reproducibility - a matrix is 20 coefficients, easy to store as a preset or share between projects. It is the tool of choice for signature looks.
- Invert is fragile - if a row is all zeros, the matrix is no longer invertible. For a real "undo", save your state and restore it instead.
- Update Lock on complex scenes - turn it on when you edit several cells and the render recalculates on every change.
- Matrix = linear transformation - it cannot do non-linear operations (gamma, S-curve). For that, use Color Curves.
- To extract a perceptual luminance somewhere in a flow, the B&W Color Matrix is faster than a Color Corrector in desaturation mode.
