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Color & ChannelsIntermediate

Channel Booleans

Channel math and copying

Combines, copies and mathematically remaps RGBA channels between foreground and background images.

Channel Booleans
DaVinci Resolve · Fusion

Channel Booleans is a technical compositing node for channel-level operations that are awkward or impossible with normal blend modes.

Overview

What Channel Booleans does

Channel Booleans can copy alpha from one branch to another, add or multiply channels, build technical mattes, invert data or perform boolean-like operations between two images.

It is especially useful when RGB and alpha need to come from different sources. Instead of rebuilding an image, you can preserve the foreground color while replacing its alpha, or create a matte from another branch.

Because channel math can quickly produce values outside the expected range, Channel Booleans is best treated as a deliberate technical node rather than a creative color-correction tool.

Mental model

Think of the node as a channel calculator: Foreground and Background provide RGBA values, and the selected operation determines how each output channel is built.

Common uses

Copy alpha from one image to another
Build a matte from channel data
Multiply or add technical passes
Combine RGB from one source with alpha from another
Create difference or minimum/maximum channel operations
Repair channel layouts in imported assets

Flow anatomy

Inputs & outputs

The port structure shows how this node fits into a Fusion graph.

Foreground

Foreground image placed over the background.

Background

Background image for the composite.

Effect Mask

Limits the operation spatially.

Channel Booleans
Fusion node

Output

Image containing the calculated channel result.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Operation

Chooses the channel math operation.

Common choices include Copy, Add, Subtract, Multiply, Divide, Maximum, Minimum and Difference.

Operation: Copy

Uses the Copy operation.

Operation: Add

Uses the Add operation.

Operation: Subtract

Uses the Subtract operation.

Operation: And / Or / Exclusive Or

Uses the And / Or / Exclusive Or operation.

Operation: Multiply

Uses the Multiply operation.

Operation: Divide

Uses the Divide operation.

Operation: Maximum / Minimum

Uses the Maximum / Minimum operation.

Operation: Negative

Uses the Negative operation.

Operation: Solid

Uses the Solid operation.

Operation: Clear

Uses the Clear operation.

Operation: Difference

Uses the Difference operation.

Operation: Signed Add

Uses the Signed Add operation.

To Red

Selects what is written to the output red channel.

To Green

Selects what is written to the output green channel.

To Blue

Selects what is written to the output blue channel.

To Alpha

Selects what is written to the output alpha channel.

Channel Source: Red / Green / Blue / Alpha FG

Provides separate controls for the red, green, blue and alpha channels.

Channel Source: Red / Green / Blue / Alpha BG

Provides separate controls for the red, green, blue and alpha channels.

Channel Source: Hue / Lightness / Saturation

Sets Channel Source to Hue / Lightness / Saturation.

Do Nothing

Leaves the selected destination channel unchanged.

Aux: Enable Extra Channels

Sets Aux to Enable Extra Channels.

To Z Buffer

Routes the selected source channel or value into the Z-buffer output.

To Z Coverage

Writes Z-buffer coverage data to the selected destination.

To Object ID

Assigns the Object ID written to the render passes.

Object IDs provide a clean way to isolate individual 3D objects after rendering.

To Material ID

Assigns the Material ID written to the render passes.

Material IDs can be used later to isolate surfaces in compositing.

To U Texture / To V Texture

Routes UV texture-coordinate data to the selected destination channel.

To X/Y/Z Normal

Routes the X, Y and Z surface-normal components to the selected output channels.

To BG Red / Green / Blue / Alpha

Provides separate controls for the red, green, blue and alpha channels.

To X/Y Vector

Routes the X and Y motion-vector components to the selected output channels.

To X/Y BackVector

Routes the X and Y backward-motion-vector components to the selected output channels.

To X/Y/Z Position

Routes the X, Y and Z position-pass components to the selected output channels.

To X/Y Disparity

Routes the X and Y stereo-disparity components to the selected output channels.

Practical setup

A reliable workflow

  1. 1

    Decide which output channel needs to change.

  2. 2

    Connect Foreground and Background sources.

  3. 3

    Choose the simplest operation that performs the task.

  4. 4

    Set channel mappings deliberately, especially Alpha.

  5. 5

    Inspect RGBA or alpha separately in the Viewer.

  6. 6

    Clamp or normalize later only if the chosen math produces unwanted values.

Typical node chain
Foreground + Background
Channel Booleans
Output RGBA

Examples

Where this node fits in real work

Replace alpha

Keep RGB from the foreground while taking alpha from a matte branch.

Foreground RGBMatteChannel BooleansMerge

Technical mask combination

Two mattes are combined using Maximum or Multiply.

Matte AMatte BChannel Booleans

Troubleshooting

Common mistakes

Using channel math without checking alpha separately.
Assuming Copy behaves like a visual Merge.
Adding channels and clipping values above the usable range.
Forgetting which source feeds Foreground versus Background.

Production notes

Practical tips

Name Channel Booleans nodes by purpose, such as CopyAlpha or MultiplyMattes.
Keep channel operations near the branch they repair.
Use a Viewer channel selector to verify R/G/B/A independently.

Related nodes