Invert
Inverts image colors per-channel with controllable intensity.
Category: Color Menu path: Color > Invert
Ports
| Port | Type | Direction | Description |
|---|---|---|---|
in | imageRgba16f | input | Input image |
out | imageRgba16f | output | Inverted result |
Parameters
| Param | Type | Default | Description |
|---|---|---|---|
amount | scalar | 1.0 | Inversion intensity. 0 = no effect, 1 = fully inverted. Keyframeable. |
channels | enum | RGB | Which channels to invert. Options: RGB, R, G, B, A, RGBA. |
space | enum | Perceptual | Which space the inversion happens in. Perceptual inverts in display (sRGB) space so the result is the visual complement (255 − value). Linear inverts the scene-linear value directly. |
Expose Channels
When enabled (E button on node header), adds input ports that override params via edge connections:
| Port | Type | Overrides |
|---|---|---|
amount_in | scalar | amount |
How It Works
For each selected channel, the shader computes the complement of the value and blends the result with the original based on the amount parameter.
The space parameter controls which space the complement is computed in:
- Perceptual (default): the value is converted to display (sRGB) space, complemented (
1 - value), then converted back. The visible result is the sRGB complement — a mid-gray stays mid-gray. This is almost always what you want. - Linear: the scene-linear value is complemented directly (
1 - value). This is the physically "true" inverse, but because the engine works in linear light, it perceptually brightens midtones (linear 0.5 reads as sRGB ~0.74). Use this for physically-based compositing where you specifically want the linear complement.
When channels is set to RGB, only the color channels are inverted and alpha is preserved. Use RGBA to also invert the alpha channel, or select individual channels (R, G, B, A) for targeted inversions. Alpha is always complemented linearly (it carries no gamma), so space only affects the color channels.
Usage Examples
Basic: Negative image
- Add an Invert node after your image source
- Leave amount at 1.0 and channels at
RGB - The result is a photographic negative
Creative: Partial inversion for color grading
- Set amount to 0.3 for a subtle color shift that pushes tones toward their complement
- Animate amount from 0 to 1 for a smooth negative-to-positive transition
Advanced: Invert alpha for mask manipulation
- Set channels to
Ato flip the transparency of an image - Useful for turning cutout masks inside-out before feeding into a Matte node
Tips
- Inverting in
RGBmode preserves alpha, which is what you want in most compositing scenarios - Use
amountvalues between 0 and 1 to create solarization-like effects - Connect a Time node to the
amount_inexpose channel to animate the inversion over time
Related Nodes
- Levels -- remap brightness ranges without full inversion
- Curves -- arbitrary per-channel tone mapping
- ColorCorrect -- broader color grading controls