Operation
Chooses the channel math operation.
Common choices include Copy, Add, Subtract, Multiply, Divide, Maximum, Minimum and Difference.
Channel math and copying
Combines, copies and mathematically remaps RGBA channels between foreground and background images.
Channel Booleans is a technical compositing node for channel-level operations that are awkward or impossible with normal blend modes.
Overview
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.
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.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
Foreground image placed over the background.
Background image for the composite.
Limits the operation spatially.
Image containing the calculated channel result.
Inspector
Start with these controls before reaching for more complicated workarounds.
Chooses the channel math operation.
Common choices include Copy, Add, Subtract, Multiply, Divide, Maximum, Minimum and Difference.
Uses the Copy operation.
Uses the Add operation.
Uses the Subtract operation.
Uses the And / Or / Exclusive Or operation.
Uses the Multiply operation.
Uses the Divide operation.
Uses the Maximum / Minimum operation.
Uses the Negative operation.
Uses the Solid operation.
Uses the Clear operation.
Uses the Difference operation.
Uses the Signed Add operation.
Selects what is written to the output red channel.
Selects what is written to the output green channel.
Selects what is written to the output blue channel.
Selects what is written to the output alpha channel.
Provides separate controls for the red, green, blue and alpha channels.
Provides separate controls for the red, green, blue and alpha channels.
Sets Channel Source to Hue / Lightness / Saturation.
Leaves the selected destination channel unchanged.
Sets Aux to Enable Extra Channels.
Routes the selected source channel or value into the Z-buffer output.
Writes Z-buffer coverage data to the selected destination.
Assigns the Object ID written to the render passes.
Object IDs provide a clean way to isolate individual 3D objects after rendering.
Assigns the Material ID written to the render passes.
Material IDs can be used later to isolate surfaces in compositing.
Routes UV texture-coordinate data to the selected destination channel.
Routes the X, Y and Z surface-normal components to the selected output channels.
Provides separate controls for the red, green, blue and alpha channels.
Routes the X and Y motion-vector components to the selected output channels.
Routes the X and Y backward-motion-vector components to the selected output channels.
Routes the X, Y and Z position-pass components to the selected output channels.
Routes the X and Y stereo-disparity components to the selected output channels.
Practical setup
Decide which output channel needs to change.
Connect Foreground and Background sources.
Choose the simplest operation that performs the task.
Set channel mappings deliberately, especially Alpha.
Inspect RGBA or alpha separately in the Viewer.
Clamp or normalize later only if the chosen math produces unwanted values.
Examples
Keep RGB from the foreground while taking alpha from a matte branch.
Two mattes are combined using Maximum or Multiply.
Troubleshooting
Production notes
Related nodes