Overview
The Bitmap Mask solves the problem: "I have an image that contains a mask, how do I use it as an Effect Mask?". It reads the chosen channel of the source image and outputs a mask you can connect elsewhere.
Advantages over connecting an image straight to an Effect Mask: threshold clipping to binarize it, built-in soft edge feathering, a paint mode to combine it with other masks, and support for special channels (Object/Material ID from 3D renders).
Where to find this node
- Effects Library:
Tools > Mask > Bitmap - Quick add: right-click in the Node Editor →
Add Tool > Mask > Bitmap
Inputs
- Input (orange) - the 2D source image that holds the mask you want (alpha, luma, ID channel, etc.).
- Effect Mask (blue) - optional. A mask to combine through the Paint Mode.
Setup
External alpha as a mask:
MediaIn_mask (image with a clean alpha) → Bitmap Mask (Channel = Alpha)
→ Effect Mask of a Color Corrector
Luma-based mask:
MediaIn → Bitmap Mask (Channel = Luminance, Threshold Low 0.5)
→ Effect Mask for an effect on the highlights only
3D AOV Object ID mask:
EXR render → Loader → Bitmap Mask (Channel = Object ID, range on one ID)
→ Effect Mask for grading specific to one 3D objectControls tab
- Channel
- Source channel used to generate the mask. See the dedicated section for the list.
- Low / High Threshold
- Clips the bitmap. A high Low forces dark pixels to 0. A low High forces bright pixels to 1. Lets you binarize the mask or isolate a specific range of values.
- Soft Edge
- Feathers the mask edges. Box/Bartlett/Multi-box/ Gaussian filter.
- Level
- Mask opacity (0-1).
- Invert
- Inverts the mask (masked ↔ unmasked areas).
- Paint Mode
- How it combines with an incoming mask: Merge, Add, Subtract, Minimum, Maximum, Average, Multiply, Replace, Invert, Copy, Ignore.
Available channels
- RGB (Red/Green/Blue)
- Separate color channels. Useful to isolate an area dominated by a specific color.
- Alpha
- The source alpha channel. The standard choice when the source already has a mask in its alpha.
- Luminance
- Computed luminance (weighted RGB average). The equivalent of a basic luma key.
- Hue
- Hue channel. For masks based on the dominant color with no sensitivity to brightness.
- Saturation
- Saturation channel. For masks that isolate colorful areas from neutral ones.
- Aux Coverage
- Auxiliary coverage channel (for some 3D renders).
- Object ID
- For 3D renders: each object has a unique ID. Lets you mask only one specific object (e.g. the character, the set, a prop).
- Material ID
- For 3D renders: each material/shader has an ID. Masks only the surfaces with a specific material.
Use cases
- Using an external alpha as a mask - a PNG image with a clean alpha → Bitmap Mask (Channel = Alpha) → Effect Mask for precise compositing.
- Basic luma key - a quick alternative to a real keyer: Channel = Luminance + Threshold to isolate bright/dark areas.
- Mask from a 3D AOV render - use the Object ID / Material ID channels of a multichannel EXR to mask only one object/material.
- Combining several source masks - several Bitmap Masks chained through the Paint Mode (Add/Subtract) to build a complex mask.
- Mask from a Fusion procedural - Fast Noise + Threshold → Bitmap Mask to use the pattern as an effect mask.
- Threshold cleanup - a noisy mask (in luma or alpha) can be cleaned with Low/High Threshold to binarize it neatly.
- Hue-based mask for sky/skin - Channel = Hue + an adjusted Threshold to isolate only the areas of a specific hue.
Tips
- Alpha channel by default if the source has a dedicated alpha. Luminance if there is no alpha but the areas of interest are bright/dark.
- Threshold to binarize - Low = 0.5 and High = 0.5 = a binary mask (all or nothing). Soft Edge for feathering after binarization.
- Object/Material ID = gold for VFX - if you work on 3D renders, always ask the 3D artist to export Object/Material ID AOVs. They allow perfect localized grades without manual roto.
- Alternative to a direct Effect Mask - connecting an image directly to an Effect Mask works, but the Bitmap Mask adds threshold, soft edge and paint mode - more flexible.
- Hue for skin tones - Channel = Hue + a threshold around skin orange = a rough skin mask. Not as good as a pro HSL qualifier, but fast.
- Invert often - depending on the source, the channel sometimes gives the opposite of what you want. One click on Invert fixes it.
- For precise keying (green/blue screen), use a real keyer (Delta Keyer, Chroma Keyer) - Bitmap Mask + Luminance is too basic.
