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Channel Booleans Node

By Kriss Norde

Channel Booleans recombines the channels of two images (BG and FG) with math operations or direct substitutions. Each output channel (R, G, B, A) can take its value from any channel of the BG or the FG - perfect for alpha repair, channel swaps, extracting EXR passes, or creative math combinations.

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 Tool with math expressions.