Blender Compositing and Post Processing

Blender Compositing and Post Processing
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Table of Contents
Sample Chapters
  • Explore Blender compositor to create spectacular visuals
  • Make the most out of Blender's node-based compositing architecture
  • Step-by-step guide full of practical examples

Book Details

Language : English
Paperback : 114 pages [ 235mm x 191mm ]
Release Date : January 2014
ISBN : 1782161120
ISBN 13 : 9781782161127
Author(s) : Mythravarun Vepakomma
Topics and Technologies : All Books, Open Source

Table of Contents

Chapter 1: Blender Compositing – Overview
Chapter 2: Working with Blender Compositor
Chapter 3: Working with Input and Output Nodes
Chapter 4: Image Manipulation Techniques
Chapter 5: Beyond Grading
Chapter 6: Alpha Sports
  • Chapter 1: Blender Compositing – Overview
    • Understanding CG compositing
      • Blender's significance as a compositor
    • Getting started
      • Supported image formats in Blender
      • Supported color modes in Blender
      • Supported color depths in Blender
      • Blender's color spaces
        • The RGB color space
        • The HSV color space
        • The YUV color space
        • The YCbCr color space
      • Render layers/passes
        • Render layers
        • Render passes
    • Summary
  • Chapter 2: Working with Blender Compositor
    • Architecture
      • Composite node types
    • Getting familiar with the compositing user interface
      • Node Editor
      • UV / Image Editor
    • Color management and linear workspace
    • Handy shortcuts for Blender Compositor
    • Summary
  • Chapter 3: Working with Input and Output Nodes
    • How to import or export from a compositor?
      • Input nodes
        • The Render Layers node
        • The Image node
        • The Movie Clip node
        • The RGB node
        • The Value node
        • The Texture node
        • The Time node
        • The Mask node
        • The Bokeh Image node
      • Output nodes
        • The Composite node
        • The Viewer node
        • The Split Viewer node
        • The File Output node
        • The Levels node
    • Summary
  • Chapter 4: Image Manipulation Techniques
    • Understanding image manipulation
      • The Bright/Contrast node
      • The Hue Saturation Value node
        • Hue
        • Saturation
        • Value
        • Factor
      • The Color Correction node
        • Master, Highlights, Midtones, and Shadows
        • Gamma, Gain, and Lift
        • Mask socket
      • The RGB Curves node
        • Grading by setting the black and white levels
        • Grading using the Bezier curve
      • The Color Balance node
      • The Mix node
        • Blending modes
        • Use Alpha
        • Factor
      • The Gamma node
      • The Invert node
      • The Hue Correct node
      • Transformation tools
    • Summary
  • Chapter 5: Beyond Grading
    • Kudos
    • Relighting
      • The Normal node
    • The Fresnel effect
    • Depth of Field
      • The Defocus node
        • The Bokeh type
        • Angle
        • Gamma correct
        • FStop
        • Maxblur
        • Threshold
        • Preview
        • Use Z-buffer
        • Z-Scale
      • The Bilateral Blur node
      • The Blur node
    • Optical distortions
      • The Glare node
      • The Lens Distortion node
      • The Despeckle node
      • The Filter node
    • Motion blur
      • The Vector Blur node
      • The Directional Blur node
    • Texture mapping
      • The Map UV node
    • Organizing
      • Grouping
      • Layout
        • Frame
        • Reroute
        • Switch
    • Summary
  • Chapter 6: Alpha Sports
    • What is an Alpha channel?
    • Alpha modes in Blender
    • Visualizing alpha in Blender
    • Significance of alpha in the layering concept
    • Layering in Blender with the alpha channel
      • Layering with the Mix node
      • Layering with the Alpha Over node
      • Fringe issue
    • Generating mattes using the ID Mask node
      • Edge filtering
    • Inverting values
    • Keying
      • Value and luminance
        • Luminance
      • Inspecting a green/blue screen footage
      • The Difference Key node
      • The Distance Key node
      • The Luminance Key node
      • The Color Key node
      • The Channel Key node
    • Summary

Mythravarun Vepakomma

Mythravarun Vepakomma was born in Hyderabad, India, in 1983 and is currently working as a CG Supervisor at Xentrix Studios Pvt Ltd, India. Though he graduated in Electrical and Electronics Engineering in 2004, he has always had a great passion for comics and cartoons. During his studies, his passion got him attracted to web designing and 3D animation.

Mythravarun always believed in transforming his passion into a career. He decided to go for it and started learning 3D graphics and web designing on his own. He also started working as a part-time illustrator and graphic designer. After consistent efforts, he finally moved into the field of 3D animation in 2005 to chase his dream of making it his career.

He has a decade of experience in several TV series, theme park ride films, and features. He now deals with creating and setting up CG lighting and compositing pipelines, providing a creative direction for CG Projects, research and development on several render engines to create a stable future for the studio, and many more things.

Midway through his career, Mythravarun encountered Blender and was fascinated by its features and the fact that it was an open source software. This made him dig deeper into Blender to get a better understanding. Now he prefers to use Blender for many of his illustrations.

As a hobby and secondary interest, he composes music and writes blogs on social awareness. His online presence can be found at the following links:

  • Personal website:                
  • Blog:                                 
  • Music and entertainment:     


Submit Errata

Please let us know if you have found any errors not listed on this list by completing our errata submission form. Our editors will check them and add them to this list. Thank you.


- 1 submitted: last submission 19 May 2014

Errata type: Graphics


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Sample chapters

You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

Frequently bought together

Blender Compositing and Post Processing +    Learning Play! Framework 2 =
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Price for both: £23.15

Buy both these recommended eBooks together and get 50% off the cheapest eBook.

What you will learn from this book

  • Explore color spaces and grading techniques
  • Discover what goes in and out of Blender compositor
  • Understand generic render passes and layers
  • Work on advanced compositing techniques like relighting, texture mapping, and focusing
  • Get to grips with keying, masking, and filtering techniques
  • Grade using the Bezier curve
  • Make the image more realistic using camera effects
  • Import footage into the node editor

In Detail

Blender Compositing allows you to assemble and enhance an image (or movie). Using Composition nodes, you can glue two pieces of footage together and colorize the whole sequence all at once. You can enhance the colors of a single image or an entire movie clip in a static manner or in a dynamic way that changes over time (as the clip progresses).

Blender Compositing and Post Processing enables you to attain a firm grounding in order to arrive at a desired look of the film, with more ease and efficiency. You will also learn how to create and manage compositing flows that are effective and productive in meeting project deadlines.

Blender Compositing and Post Processing will take you through different compositing terminologies, concepts, and their implementations in Blender Compositions. You will indulge in procedural and practical illustrations on color space, image grading, relighting, and focusing.

This book is a one stop solution for you to attain state of the art compositing skills for creating mind blowing visuals and productive composites, using Blender compositor. By the end of the book you should have the confidence to tackle a complex shot from planning to polish.


This book is a step-by-step compositing guide, with lots of illustrations and practical approaches and implementations to attain a desired visual quality to a deadline. Each chapter progressively adds to your skillset, covering a wide range of CG film making compositing concepts.

Who this book is for

This book is for digital CG artists looking to add photo realism and life to their footage. This book also assists technical CG artists in strategizing and implementing productive lighting. If you are new to Blender or compositing, this book will guide you step by step in gaining compositing skills.

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