Overview
Channel Booleans (the 2D version, in the Composite category) is a version of Reorder without a shader interface: for each output channel (R Out, G Out, B Out, A Out) you choose:
- Which input it comes from (BG or FG).
- Which source channel (R / G / B / A / Z / U / V / etc.).
- Which math operation to apply (Copy, And, Or, Xor, Add, Subtract, Multiply, etc.).
Very powerful for handling the auxiliary channels of a multichannel EXR (Z-depth, UV, normals, motion vectors) or for repairing / rerouting alpha.
Where to find this node
- Effects Library:
Tools > Composite > Channel Booleans - Quick add: right-click in the Node Editor →
Add Tool > Composite > Channel Booleans
Channel Booleans 2D vs Channel Boolean Material
- Channel Booleans (this node, 2D)
- Works on 2D images (bitmap output). In Tools > Composite.
- Channel Boolean Material (3D)
- A 3D shader (material output), used inside Blinn/Cook-Torrance to combine textures at the material level. In Tools > 3D.
Same logic, different contexts. This page covers the 2D version. For 3D, see the 3D materials section.
Inputs
- Background (orange) - the first image source. Sets the output resolution.
- Foreground (green) - the second source. It can be the same image as the BG or a completely different one.
- Effect Mask (blue) - optional. Limits the remix to an area.
Setup
Alpha repair (copy the alpha from another source): Image without alpha → Channel Booleans BG Image with a clean alpha → Channel Booleans FG Settings: A Out = A Fg (Copy) Viewing an auxiliary EXR channel: Multichannel EXR → Channel Booleans Settings: R Out = Z Bg (Copy), G Out = Z Bg, B Out = Z Bg (= shows the Z-depth in grayscale) Swapping R and B (inverted channels): Image → Channel Booleans (BG = FG, same input) Settings: R Out = B Bg, B Out = R Bg
Controls tab
For each output channel (R Out, G Out, B Out, A Out, Z Out):
- Operation
- The math mode (Copy, And, Or, Xor, Add, Subtract, Multiply, Difference, etc.).
- BG source (left of the operation)
- The Background input channel used: Red BG, Green BG, Blue BG, Alpha BG, Z BG, UV BG, Normal X/Y/Z BG, Vector X/Y BG, etc.
- FG source (right of the operation)
- The Foreground input channel. Same list. Only useful for binary operations (And, Or, Add, etc.). For Copy, only one source is used.
- Enable
- Disable a channel and it keeps its original value (pass-through from the BG).
Available operations
- Copy
- Simply takes the value of the source channel. The most used operation.
- Add
- Adds BG + FG channel by channel.
- Subtract
- BG - FG. Useful to isolate differences.
- Multiply
- BG × FG (normalized 0-1 values). The result is darker than either input.
- And / Or / Xor
- Bitwise operations (rarely used in practice except for very specific needs).
- Difference
- |BG - FG|. Highlights the areas where the two inputs differ. Useful to compare two shots.
- Solid Color / Black / White
- Fills the channel with a constant value. To force a channel to 0, 1 or a fixed value.
Use cases
- Alpha repair / alpha copy - an image rendered without alpha → take the alpha from another source (e.g. a manual key from another shot, roto) → A Out = A FG, R/G/B Out = R/G/B BG.
- Viewing the Z-depth of an EXR - an EXR with built-in Z-depth → Channel Booleans with R/G/B Out = Z Bg = a grayscale image of the depth visible on screen.
- Extracting a pass from a multichannel EXR - 3D render EXRs often contain diffuse, specular, reflection. Channel Booleans lets you isolate a specific pass.
- Channel swap (R ↔ B) - an image imported from a source that uses BGR instead of RGB → swap R and B.
- Converting RGB to a custom grayscale - R Out = G Bg (Copy), G Out = G Bg, B Out = G Bg = a black and white image based only on the green channel (usually the most informative for a human face).
- Channel math for effects - Add on R Out between two images = a creative channel-by-channel overlay, common in some workflows to simulate light effects or channel separations.
- Solid Alpha (forcing opacity to 1) - A Out = Solid White. Creates a fully opaque image, a must for some renders that need to be opaque.
Tips
- Copy is the most used operation - in 90% of cases, you just want to take a channel from a source and put it in an output channel. No need for complex math operations.
- Enable = ON by default for every channel - remember to disable the channels you do not want to change, otherwise they automatically pass through from the BG (which is often fine, but worth checking).
- Same input for BG and FG - if you just want to swap the channels of a single image (R ↔ B for example), connect the same source to both inputs.
- Channel Booleans 2D ≠ Channel Boolean Material - do not mix them up (different menus, different logic). This is the 2D version, not a 3D shader.
- Always check the viewer - channels can hold non-visual values (Z-depth, UV, normals). A viewer in Alpha channel mode lets you see non-RGB channels.
- Custom Tool for more control - if Channel Booleans is too limited (a custom per-pixel formula), use the
Custom Toolwith math expressions.
