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Using Converter nodes

From: Blender Essential Training

Video: Using Converter nodes

So in addition to everything else that we can do within image, another thing we can do is convert the values of a pixel or the entire image or portions of the image from one value to another value. And these are all in the Converter family of nodes. To start, let's go ahead and click the Render button and here we have Suzanne in front of a textured cube. First up is the ColorRamp node. Now every pixel in this image has a value.

Using Converter nodes

So in addition to everything else that we can do within image, another thing we can do is convert the values of a pixel or the entire image or portions of the image from one value to another value. And these are all in the Converter family of nodes. To start, let's go ahead and click the Render button and here we have Suzanne in front of a textured cube. First up is the ColorRamp node. Now every pixel in this image has a value.

So and if we drag over we can see what those color values are and they range anywhere from almost one pure white to pure black to every color in between. The ColorRamp node then maps each value that comes in to a different color. So it ramps these colors smoothly from one color to another. In this case, I've set up 1, 2, 3, 4, 5 colors. So at the far left, we have black and then we go to a medium gray and then we go up to a green color, to a blue color, and then finally to a white color.

So what I've done is recolor this entire image based on this ColorRamp. I can also convert this image to a black-and-white image by clicking on the Input node, in this case the Render Layer node, coming down to Converter, RGB to BW. And then since it puts out a value really because it's just converting that to the black-and-white scaled image values of each pixel, which is the numbers that are then effectively fed to the factor input of the ColorRamp to recolor that image.

The ID Mask is a very cool node, and what we've done over here in 3D view, I'm going to right-click on Suzanne and for Mac users you want to Command-click. What we have over in the Object panels is what's called a Pass Index, and by setting this number to a certain value, we can uniquely identify each different object in Post-Pro. So the cube is Pass Index of 1, and Suzanne is the Pass Index of 0.

So what this ID Mask node does and you have to enable Index Objects as a render pass to get the socket to show up. What this does then is it gives us a mask of where the pixels from the cube are showing. And so now I can pull the mask for just the cube, and say I wanted to convert that to a different color, I could then feed this as an Alpha value to the Factor value. And then that way just change the colors, or in this case assign a flat color to the cube, as you can see.

So use this to pull the mask, most often times you want to pull the mask and then either maybe apply a filter to that object, or soften it, or sharpen it up, or like we've done here, changed the colors up and you can even then blend this color and with the original color, and then ultimately recolor just one of the objects in the image. The last set of nodes is where you separate out and you can work on the individual color channels. So I'd like to come up here to Scene and YCbCr because we're going to work with the high-def channels of the image like that.

And we're going to go ahead and pull in the render layer and thread that to the separate YCbCr, which stands for Luminance, Chrominance, and we're going to go ahead and pull in the image from Converter, which is the image of Suzanne because she is just a little more interesting. So what we have here is a separate node that breaks this image from the composite, if you will, of all of the different color channels into Y, which is Luminance, Cb, which is your Chrominance in the blue direction, and Cr, which is the Chrominance in the red direction, along with the Alpha Channel.

And what I usually do is I've broken these out and run them through ColorRamp nodes and then ultimately after you do your adjustment you can then feed them back to a combined node and combine these channels back into the final composite output. I am going to go ahead and Shift+D to duplicate the Viewer node and crank it in over here. So we've taken this image. We haven't touched the Chrominance in either direction, but what we have done is we have taken the Y value, the Luminance and remapped it using the ColorRamp node.

So instead of going from a normal 0 to a normal 1, now the middle gray values will have a full Luminance. So what we've done is in fact, we've made the overall picture that much brighter. We've also played a little game down here. And we're going to take that Luminance Channel and use it as the Alpha value. So now we have an image that has Alpha values based on the brightness of the overall image. And so effectively you could make dark areas of the image where it has a very low Luminance to be Alpha zero and very bright areas of the image to be fully opaque.

Each of the pairs of separate, combined images work exactly the same. It's just that there are different ways to break out the channels. So you have your red, green, and blue, your Hue/Saturation and Value, your YUV, which is the European Broadcast Standard for Luminance and then the U and V are colors. And then the CbCr, which is your high- definition, and the new way of looking at a spectrum of colors and being able to effectively transmit these colors over the bandwidth.

So, that is the Converter nodes and the ways in which you can convert the pixel values or color values from one value to another and shift your Color Spectrum of your image.

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This video is part of

Image for Blender Essential Training
Blender Essential Training

131 video lessons · 24649 viewers

Roger Wickes
Author

 
Expand all | Collapse all
  1. 12m 5s
    1. Welcome
      1m 16s
    2. Using the exercise files
      58s
    3. Using Blender's full capabilities
      4m 16s
    4. Getting and installing Blender
      3m 8s
    5. Mouse and keyboard differences on the Mac
      2m 27s
  2. 1h 6m
    1. Blender oddities
      7m 38s
    2. Introducing the User Interface, Console, and Render windows
      3m 8s
    3. Configuring the desktop for an efficient workflow
      6m 27s
    4. Using the mouse and tablet on a PC or a Mac
      5m 7s
    5. Acquiring keyboard skills
      7m 38s
    6. Window panes and types
      7m 53s
    7. Exploring the default scene
      5m 53s
    8. Setting themes, UI colors, and user preferences
      4m 0s
    9. Understanding how to safeguard your data with autosave and backups
      6m 52s
    10. Appending and linking assets
      7m 27s
    11. Using the open-source movies and assets
      4m 18s
  3. 2h 7m
    1. Working with objects in 3D space
      6m 24s
    2. Navigating 3D views
      4m 23s
    3. Understanding Blender modes
      1m 51s
    4. Understanding meshes
      2m 8s
    5. Editing a mesh
      3m 28s
    6. Using the Mirror modifier
      2m 55s
    7. Working with Vertex groups
      2m 35s
    8. Using Bézier curves
      3m 52s
    9. Working with text objects
      5m 23s
    10. Using reference images
      3m 38s
    11. Modeling boots by extruding circles and joining meshes
      8m 59s
    12. Applying the Mirror modifier to duplicate the boot and rotate
      1m 58s
    13. Modeling a helmet with NURBS and the Boolean modifier
      7m 14s
    14. Modeling a belt and pants by making a compound object from multiple primitive objects
      3m 51s
    15. Modeling legs by using edge loops and the Knife tool
      6m 9s
    16. Modeling a chest and arms using edge loops
      5m 30s
    17. Stitching the shoulders and neck
      5m 13s
    18. Modeling hands with the Proportional Editing tool
      9m 4s
    19. Linking vertices to create knuckle joints
      4m 7s
    20. Reinforcing modeling basics to create the face, eyes, nose, and ears
      13m 6s
    21. Appending and linking assets
      3m 54s
    22. Sculpting basics
      3m 3s
    23. Using the Subsurf modifier to smooth
      2m 34s
    24. Parenting
      2m 7s
    25. Working with groups
      2m 1s
    26. Understanding the endless possibilities for editing mesh with modifiers
      2m 37s
    27. Duplicating objects using the Array modifier
      1m 54s
    28. Modeling a set
      7m 52s
  4. 39m 41s
    1. Lighting overview
      4m 25s
    2. Using the Omni lamp
      4m 50s
    3. Working with the Area lamp
      2m 57s
    4. Using the Spot lamp
      4m 9s
    5. Using the Sun, Sky, and Atmosphere lamps
      4m 51s
    6. Using the Hemisphere lamp
      2m 3s
    7. Working with Ambient and Radiosity lighting
      7m 34s
    8. Lighting with three-point and other multipoint lighting rigs
      5m 30s
    9. Understanding shadows
      3m 22s
  5. 1h 21m
    1. Realism overview
      2m 56s
    2. Creating a world in less than seven days
      6m 36s
    3. Applying ambient occlusion
      3m 47s
    4. Working with basic materials
      3m 24s
    5. Working with node materials
      4m 27s
    6. Applying Pipeline options
      2m 51s
    7. Painting vertices
      3m 13s
    8. Using shaders
      7m 59s
    9. Using mirrors
      4m 41s
    10. Working with transparency
      4m 28s
    11. Using halos
      2m 40s
    12. Simulating with Subsurface Scattering (SSS)
      4m 26s
    13. Applying textures
      9m 34s
    14. Mapping image textures to an object to create a decal
      4m 19s
    15. UV unwrapping
      4m 54s
    16. Applying multiple materials to a single object
      3m 31s
    17. Painting in 3D
      4m 14s
    18. Using bump maps
      3m 14s
  6. 1h 25m
    1. Understanding animation
      4m 14s
    2. Keyframing objects
      6m 15s
    3. Keyframing materials
      3m 14s
    4. Creating Shape keys
      2m 28s
    5. Creating Facial Shape key animation using reference video
      2m 12s
    6. Animating by combining Shape keys
      2m 53s
    7. Working with lattices
      3m 37s
    8. Using hooks
      1m 30s
    9. Working with Vertex groups
      2m 33s
    10. Creating armature objects
      3m 44s
    11. Mirroring armatures for bilateral creatures
      3m 43s
    12. Attaching mesh to the armature by way of skinning
      5m 7s
    13. Posing a character
      4m 43s
    14. Using inverse kinematics
      4m 29s
    15. Creating a walk cycle with inverse kinematics
      6m 34s
    16. Completing the walk cycle
      3m 49s
    17. Limiting range of motion and degrees of freedom
      3m 47s
    18. Managing actions using the Action Editor
      3m 52s
    19. Blending actions together using the Non-Linear Animation Editor
      4m 34s
    20. Tracking
      3m 2s
    21. Following a path
      2m 21s
    22. Mimicking an existing animation
      3m 47s
    23. Using the grease pencil
      2m 56s
  7. 50m 43s
    1. Understanding particle systems
      2m 20s
    2. Working with game engine physics
      3m 52s
    3. Spewing particles
      7m 25s
    4. Guiding particles
      3m 43s
    5. Creating reactions and collisions with particle systems
      3m 15s
    6. Creating hair and fur
      4m 25s
    7. Grooming hair and fur
      3m 26s
    8. Jiggling and squishing soft bodies
      3m 43s
    9. Simulating cloth
      6m 10s
    10. Simulating fluids
      5m 47s
    11. Using boids to simulate swarms, schools, and flocks
      6m 37s
  8. 21m 29s
    1. Using Render controls
      6m 18s
    2. Radiosity
      3m 31s
    3. Stamping text on video
      2m 32s
    4. Setting up test renders
      4m 43s
    5. Rendering image sequences
      4m 25s
  9. 1h 5m
    1. Viewing node thumbnail images on certain Macs
      1m 31s
    2. Overview and integration
      2m 12s
    3. Render passes and layers
      4m 27s
    4. Using Input nodes
      6m 22s
    5. Using Output nodes
      3m 54s
    6. Working with Color nodes
      4m 29s
    7. Color mixing and layering
      3m 27s
    8. Using Distort nodes individually and in combination
      7m 15s
    9. Using Vector nodes
      6m 46s
    10. Creating effects with Filter nodes
      8m 49s
    11. Using Converter nodes
      6m 7s
    12. Chroma keying with Matte nodes
      6m 15s
    13. Understanding node groups and reuse
      4m 17s
  10. 38m 43s
    1. The Video Sequence Editor (VSE)
      11m 47s
    2. Integrating audio
      3m 31s
    3. Using VSE Greenscreen and other plug-ins
      5m 40s
    4. Integrating the Compositor with the VSE
      7m 50s
    5. Layering and splicing video
      6m 18s
    6. Speeding up and slowing down sequences
      3m 37s
  11. 5m 26s
    1. Putting it all together: Captain Knowledge visits lynda.com
      5m 12s
    2. Goodbye
      14s

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