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Composite Nodes

Compositing Nodes allow 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). In this way, you use composition nodes to both assemble video clips together, and enhance them.

Term: Image
We use the term Image to refer to a single picture, a picture in a numbered sequence of images, or a frame of a movie clip. A node layout processes one image at a time, no matter what kind of input you provide.

Default Composition Noodle

To process your image, you use nodes to import the image into Blender, change it, optionally merge it with other images, and finally save it.

The example to the right shows the simplest noodle; an input node threads the camera view to an output node so it can be saved. 

Nodes Concepts


"Nodes" are individual blocks that perform a certain operation, and might have one or many different outputs.

Conceptually, there are three basic types of nodes:

  • Input Nodes
these nodes produce information, but do not have any inputs of their own.
Examples are: Render LayersValue and RGB nodes.

  • Processing Nodes:
these nodes filter or transform their inputs, to produce one or more outputs.
Examples are: RGB CurvesDefocus, and Vector Blur nodes.

  • Output Nodes:
these nodes consume their inputs to produce some kind of meaningful result.
Examples are: Composite node (which determines the final output used by Blender), Viewer (which displays the output of a socket), and File Output node.


The essential idea of nodes is that you can create an arbitrarily-complex network of nodes, by connecting the outputs of one or more nodes to the inputs of one or more other nodes. Then, you can set appropriate parameters (as you see fit) for each node. This network is called a "noodle" and it describes how information literally flows through to produce whatever result you want.

Node Groups

You can define node groups, and use those groups as they were a single node. You can link and append these node groups from other files.

Accessing and Activating Nodes

Access the Node Editor and enable Composite Nodes by clicking on the Image icon.

Node Editor Header with Composite Nodes enabled

Select the Node Editor window

To activate nodes for compositing, click the Use Nodes checkbox. Blender creates a default starting noodle, consisting of two nodes threaded together.

Use Composition Nodes

To use this mini-map, you must now tell Blender to use the Compositing Node map that has been created, and to composite the image using composition nodes. To do so, switch to the Render button area and activate the Compositing button located below the Post Processing tab. This tells Blender to composite the final image by running it through the composition node map.

You now have your first noodle, a RenderLayer input node threaded to a Composite output node. From here, you can add and connect many types of compositing nodes, in a sort of map layout, to your heart's content (or physical memory constraints, whichever comes first).


You can do just about anything with images using nodes.

Raw footage from a foreground actor in front of a blue screen, or a rendered object doing something, can be layered on top of a background. Composite both together, and you have composited footage.

You can change the mood of an image:

  • To make an image 'feel' colder, a blue tinge is added.
  • To convey a flashback or memory, the image may be softened.
  • To convey hatred and frustration, add a red tinge or enhance the red. The film 'Sin City' is the most extreme example of this I have ever seen.
  • A startling event may be sharpened and contrast-enhanced.
  • A happy feeling - you guessed it - add yellow (equal parts red and green, no blue) for bright and sunny.
  • Dust and airborne dirt is often added as a cloud texture over the image to give a little more realism.

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This is the old manual!
For the current 2.7x manual see

User Manual

World and Ambient Effects


World Background

Ambient Effects

Stars (2.69)

Game Engine


Introduction to the Game Engine
Game Logic Screen Layout


Logic Properties and States
The Logic Editor


Introduction to Sensors
Sensor Editing
Common Options
-Actuator Sensor
-Always Sensor
-Collision Sensor
-Delay Sensor
-Joystick Sensor
-Keyboard Sensor
-Message Sensor
-Mouse Sensor
-Near Sensor
-Property Sensor
-Radar Sensor
-Random Sensor
-Ray Sensor
-Touch Sensor


Controller Editing
-AND Controller
-OR Controller
-NAND Controller
-NOR Controller
-XOR Controller
-XNOR Controller
-Expression Controller
-Python Controller


Actuator Editing
Common Options
-2D Filters Actuator
-Action Actuator
-Camera Actuator
-Constraint Actuator
-Edit Object Actuator
-Game Actuator
-Message Actuator
-Motion Actuator
-Parent Actuator
-Property Actuator
-Random Actuator
-Scene Actuator
-Sound Actuator
-State Actuator
-Steering Actuator
-Visibility Actuator

Game Properties

Property Editing

Game States



Camera Editing
Stereo Camera
Dome Camera




Material Physics
No Collision Object
Static Object
Dynamic Object
Rigid Body Object
Soft Body Object
Vehicle Controller
Sensor Object
Occluder Object

Path Finding

Navigation Mesh Modifier

Game Performance

Framerate and Profile
Level of Detail

Python API

Bullet physics


Standalone Player
Licensing of Blender Game

Android Support

Android Game development