Overview
Volume Mask tests, for each pixel, whether its 3D position (read from the Position channel) is inside the defined volume. Output: a white/black matte with optional falloff at the edges.
Typical case: you want to brighten only the left area of a rendered 3D scene, without tracking a 2D mask (complicated if the camera moves). Volume Mask = a matte that follows the 3D area automatically, regardless of camera movement.
Where to find this node
- Effects Library:
Tools > Position > Volume Mask - Quick add: right-click in the Node Editor →
Add Tool > Position > Volume Mask
Volume Mask vs Volume Fog
- Volume Fog
- Composites visible fog based on how far the volume is crossed. Output = an image with fog added.
- Volume Mask
- Generates a white/black matte showing whether the pixel is inside the volume. Output = a mask usable as an alpha to drive other operations.
Rule of thumb: you need a visible fog effect → Volume Fog. You need a mask to drive something else → Volume Mask.
Inputs
- Position (green) - an image containing the World Position channel.
- Effect Mask (blue) - optional.
Setup
Local grade on the left area:
3D EXR ─┬── Volume Mask (Center -10,0,0 / Size 5,5,5)
│ ↓
│ Color Corrector (mask = Volume Mask output)
│ ↓
└── Merge (foreground = corrected)
→ MediaOut
Light effect in a precise area:
3D EXR ─┬── Volume Mask
│ ↓
│ Light Wrap / Glow (mask)
└── Merge → MediaOut
Combining several Volume Masks:
3D EXR → Volume Mask 1 (area A) → Channel Booleans (max)
→ Volume Mask 2 (area B) → ...
→ MediaOutControls tab
- Center X / Y / Z (defaults: 0,0,0)
- Center of the volume mask in world space. Place it where you want to isolate.
- Size X / Y / Z (defaults: 1,1,1)
- Dimensions of the box. Outside = black matte, inside = white matte.
- Falloff (default: 0.5)
- Softening at the edges. 0 = hard transitions, 1 = very soft transition. For a natural grade without a visible edge, 0.3-0.5.
- Invert (default: Off)
- Inverts the mask: white outside, black inside. Useful to mask out an area to exclude.
- Shape (default: Box)
- Shape of the volume. Box = a rectangular box, Sphere = a spherical volume (with a single Size = radius).
Use cases
- Grading by 3D area - brighten / saturate only the pixels in a precise area of the scene, without tracking a 2D mask.
- Localized light pollution - add an area with a different tint (red, sodium light) in a 3D portion of the scene.
- Isolating objects by world space - two nearly identical objects in different positions: a Volume Mask around one of them tells them apart perfectly.
- Fog limited to a precise box - combine Volume Mask with a 2D fog effect = a homemade equivalent of Volume Fog with more control.
- Masking for relighting - drive a Light Wrap or Glow only on the elements of a specific area.
- Multi-area composite - several Volume Masks combined through Merge / Channel Booleans = complex grading that stays stable when the camera moves.
Tips
- Stable when the camera moves - a big advantage over 2D roto: the 3D area stays fixed in world space. The camera can move freely, the mask follows automatically.
- Visualize it through Color Curves - connect the output to a viewer or Saver to see the mask and calibrate Center / Size visually.
- Sphere for a soft, centered mask - more natural than a box for spotlight effects, glows and localized atmosphere.
- Generous falloff for realism - 0.5+ avoids visible edges. Combine it with a light blur on the mask for a perfect blend.
- Combining with Channel Booleans - several Volume Masks → Channel Booleans (Add / Max) = a combined mask. For subtraction (area A without area B), use Subtract.
- Camera Position not required - unlike Volume Fog, the camera is not needed: the mask is purely spatial.
- Can be animated - animate Center / Size for an area that moves through the scene (e.g. a virtual spotlight following a subject).
- For complex shapes (not a box / sphere), combine several Volume Masks or use an Object ID channel as well.
