Using Blender’s compositor to post process your renders? Need a few shortcuts? I have some shortcuts. Below is a pack of 9 compositor node groups that will take care of various effects for you. There isn’t really any coherent organization to these, they’re just some node groups I use that I thought other people might find useful.
You can download it here:
The glare nodes:
There are 6 of these, all with the same general UI. They are all additive and easy to chain together.
Anamorphic Flare – A horizontal two-bladed spike flare. Reminiscent of the distinctive horizontal flares produced by anamorphic lenses. Horizontal flares are easy to compose and look cool, so they’re fairly popular to add some ‘umph’ to bright lights.
6-blade Flare – Works like anamorphic flare, but uses a more traditional 6-point pattern.
12-blade Flare – Adds a soft 12 point flare, meant to be used on top of the anamorphic or 6-blade flares
Glow – Uses the glare node’s “fog glow” mode to add an attractive bloom to bright objects. Bloom is a very useful effects as it’s one of the few lens distortions seen in both cameras and the human eye
Gauss Bloom – Another bloom node, using a gaussian blur instead of the glare node’s “fog glow” effect. Much faster to calculate, but the result isn’t as pleasing.
Ghosts – Uses the glare node’s “ghosts” mode to add a lens ghosting effect.
Strength – Intensity of the flare. This is a scale factor before it is added to the image, so values over 1 are totally fine.
Saturation – Adjusts the final saturation of the colors relative to the original pixels.
Blur (not supported on fog glow) – Blurs the flare before adding it to the original render
Mask (not supported on ghosts) – Masks out regions so they do not contrbute to the flare.
Min Intensity (gauss bloom only) – The intensity of a pixel before it will flare. I wish this control was on all of them, but the glare node does not use an input for its “threshold” value.
The lens FX node adds various lens artifacts to the image, such as vignetting, barrel/pincushion distortion, and chromatic abberation. (note: the vignetting has some internal hardcoding for 16:9 images, you may need to crack open the node group as tweak this)
Vignette color – The color to blend into the vignetted regions
Vignette blur – The softness of the vignette edges
Vignette strength – The ratio of vignette color vs original image.
Disotortion – Stregth of the lens distortion effect. Positive values create barrel distortion, negative values create pincushion distortion
Dispersion – Strength of the chromatic abberation effect
Because sometimes this is useful. This node will clip the value (calculated from HSV) to the given value. Please use with care, and note that the 1.0 value may be too low in many cases.
External Motion Vector
Blender has a kind of weird way of storing motion vectors, in that it encodes two keyframes into different channels. The vector blur node expects this, so it doesn’t behave properly with single-keyframe vector passes from other render engines such as Arnold. If you need to use that, just drop this node between your image node’s vector-pass output and the vector blur node. It will copy the red and green channels to blue and alpha, giving the vector blur node the data it needs.