MP_Comp v3.1.0 for Blender

MP_Comp – The biggest compositing pack for Blender
MP_Comp is the most complete and feature rich compositing pack for Blender out there.
I am a young solo-dev who challenged himself to push Blender’s compositor to its limits and create both essential and complex effects, while still keeping them as accessible and easy-to-use as possible.
You might know a lot of these effects from other software, like After Effects, DaVinci Resolve, Photoshop, GIMP, Affinity Photo, Premiere Pro, etc.
But I didn’t stop there! Some of these effects are usually only available in paid plug-ins, like BorisFX Sapphire or RedGiant Universe.
And now you can get them all in Blender’s compositor, with realtime performance when using the fully GPU-accelerated realtime compositor of Blender!On top of that, since these effects are offered using an asset-library and completely built using vanilla Blender nodes, you can just go into the node-groups and both edit and learn from them!

Post-process, stylize and animate in Blender!
By using MP_Comp, you can create and apply color corrections right within Blender!
And you can also stylize your work, by using procedural paint, glitch, vhs & more effects!

Apply the effects any way you want!
Since MP_Comp is installed as an asset library, there are multiple intuitive ways to add the effects to the compositor!
You can either:
Drag-and-Drop the thumbnails of the effects from the asset library
Add the nodes like any other node in Blender using the add-menu by pressing “Shift+A”
Search for the name of the different effects by pressing “Shift+A” and then starting to type

Available effects
There are over 140 different effects in MP_Comp! Here is an overview of them, sorted by their category:
MP_BokehBlur3D: Depth-based lens-blur
MP_Mist3D: Depth-Based Atmospheric fog/mist
MP_Snow3D: Adds a layer of snow to top-facing surfaces
MP_VideogameShading3D: Pixelates and simplifies shading of a render
MP_BleachBypass: Color correction that simulates skipping the bleaching process of film development
MP_ChromaGlow: Applies a rainbow or rgb-split glow to the highlights
MP_DetailClarity: Adjusts the sharpness/softness of different detail levels in an image
MP_Develop: Collection of different color corrections known from RAW Editors
MP_Doutone: Split-tone effect, individually tints the highlights and shadows
MP_EdgeSoftness: Adds a blur with a circular falloff towards the center
MP_FilmColors: Advanced Split-tone and highlights/shadows-control
MP_FilmGrain: Adds a simple filmgrain effect
MP_FilmGrain+: Realistic filmgrain simulation, by reconstructing the image using grain and adding film damage
MP_Halation: Adds a soft red tint to the highlights known from film
MP_HueCorrect: Adjust the hue, saturation, value and contrast of individual hue-ranges
MP_LensReflection: Simulates highlights reflecting in a camera lens
MP_MonoHue: Desaturates every color that exceeds the defined hue-range
MP_Sepia: Applies an earthy sepia color-map to the image
MP_SpotLight: Relights the image using an adjustable spot-lamp
MP_TiltShift: 2D Tilt-shift blur
MP_Vibrance: Boosts the saturation of low saturated colors
MP_VibrantColorize: Colorizes the image in the defined color while keeping brightness-levels
MP_Vignette: Darkens the image towards the edges
MP_WhiteBalance: Artist-friendly white-blance controls
MP_ASCII: Renders the image in animated ASCII-art using a defineable set of symbols and charachters
MP_Corruption: Simulates digital damage and buffer corruption
MP_CRT: Reconstructs the image using rgb-panels
MP_FilmLook: Collection of all common film emulation effects
MP_NTSC: Applies visual elements of NTSC and VHS media
MP_PseudoJPEG: Adjustable JPEG-damage and JPEG compression
MP_TV: Simple collection of different TV effects
MP_TVDamage: Complex CRT emulation and interception effects
MP_VHS: Adds visual effects known from VHS-tape playback
MP_ChromaSlide: Directional blur for the individual RGB-channels
MP_ChromaVortex: RGB-split rotational blur
MP_DisplacementFix: Fills Gaps caused by too strong displacement
MP_Distort: Displaces the image by its own gradient
MP_Glitch: Animated glitch shred-displacement
MP_InpaintRegion: Inpaints the selected region of an image
MP_Mirror: Symmetry-effects by using a rotateable mirror
MP_Tile: Repeating tile transform
MP_TurbulentDisplace: Noise-based displacement
MP_Twirl: Rotational displacement
MP_VoronoiDisplace: Cell-noise-based displacement
MP_WarpBubble: Displaces the image by its own gradient and merges it with the original to create a bubble-effect
MP_WaveDisplace: Wave-texture-based displacement
MP_4PointGradient: Creates a gradient from four adjustable points
MP_Chevrons: Animated chevron-arrows
MP_Fire: Procedural burning fire
MP_FlowTexture: Colorful procedural background
MP_GeometryRain: Animated block-noise
MP_Grid: Generates a adjustable grid with perspective transforms
MP_Line: Draws a line between two defineable points
MP_LoadingBar: Animateable and customizeable progress-bar
MP_Rainbow: Geneates a rainbow with adjustable amounts of steps
MP_Thunder: Procedural Lightning bolt
MP_Universe: Generates a Stafield consisting out of nebula and star layers
MP_VortexTexture: Twirl-displaced noise
MP_Yami: Procedural dark anime world consisting out of multiple adjustable layers

Overlays:
MP_BorderBars: Adjustable frame generator
MP_FilmOverlay: Animated film-damage effect showing hairs, dust and lines
MP_LensDirt: Shows dust and dirt on the lens when being hit by highlights
MP_LensFlare: Procedural lens flare
MP_LensFlareStreaky: Another preocedural lens flare with pre-defined presets
MP_LightLeaks: Animated bright spots
MP_Overlay: Adds dust and dirt to the edges of the image
MP_Rain: Procedural animated raindrops
MP_RainDropLens: Displaces the image using animated raindrops on the cameras lens
MP_VenetianBlinds: Generates blinds or scanlines
MP_Quick_X: Blenders procedural textures with pre-configured inputs to transform and customize them
MP_BoxSDF: Generates a adjustable rounded rectangle
MP_CrossSDF: Generates a adjustable cross
MP_EllipseSDF: Generates a adjustable circle/ellipse
MP_HeartSDF: Generates a adjustable heart
MP_SuperellipseSDF: Generates a adjustable superellipse/inverse circle
MP_TriangleSDF: Generates a triangle from three defineable points
MP_MaskBoolean: Cuts two masks with each other
MP_MorphSDF: Smoothly animates one shape into another
MP_RenderSDF: Lets you apply AA, outlines and texture to a SDF or mask
MP_GridArray: Generates a grid of a shape with an animateable field effector
MP_LinearArray: Generates one-directional iterations of a shape with an animateable linear field effector
MP_BayerDithering: Adds a bayer-matrix dithering effect
MP_Comic: Simplifies the colors and adds outlines
MP_Diffuse: Scatters the image into multiple tiny points
MP_DropShadow: Adds a shadow below an image
MP_EdgeDetect: Adjustable edge-detection
MP_EdgeDetect2: Advanced fully customizeable edge-detection for very fine and clean edges
MP_EdgeShine: Adds an adjustable and animated shine
MP_Flicker: Animated flickering effect
MP_GameKid: Simplifies the palette, pixelates and adds dithering
MP_Glimmer: Animated random streak-glares on the highlights
MP_HalftoneCMYK: CMYK halftone print effect
MP_HafltoneMono: Grayscale halftone print effect
MP_JitterPaint: Animated brushtrokes paint effect
MP_Modulation: Animated signal modulation
MP_Outline: Edge-detection based outline effect
MP_OutlineAlpha: Draws an outline around a transparent image
MP_Paint: Handpainted brushtroke effect
MP_PalleteReduction: Advanced Posterize-effect
MP_Voronize: Reconstructs the image using cell-noise
MP_Transition_ChromaPull: RGB-Split Zoom fade
MP_Transition_Diffuse: Scatters both inputs to blend between them
MP_Transition_DissolveLuma: Blends to the other input by dissolving the first input based on its luminance
MP_Transition_Glare: Glow transition using Blenders different Glare effects
MP_Transition_SlideOver: Moves the second input over the first input
MP_Transition_TransformBlur: Directional blur Zoom fade
MP_Transition_WipeCirlce: Blends to the other input using a circular mask
MP_Transition_ZoomFade: Zooms in/out to the other input
MP_AfterWrap: Fills a transformed image with repeated tiles of itself
MP_ClipToCanvas: Shrinks/Extends the bound of the input to match the resolution
MP_CombineCMYK: Combines CMYK-channels into an image
MP_SeparateCMYK: Splits an image into CMYK-channels
MP_DespeckleMask: Deletes coarse pixels/noise from a mask (useful for threshold masks)
MP_IsEven: Outputs 1.0 (true) if the input is an even integer and outputs 0.0 (false) otherwise
MP_KernelCreator: Generates a 3×3 matrix with defineable values to use as a kernel for Blenders Convolve node
MP_MakeBidrectional: Converts a displacement-map to displace in both directions instead of just one
MP_Merge: Combines two images without clipping
MP_MirroredEdges: Mirror-tiling effect
MP_MirroredEdgesVector: Mirror-tiling effect using Vector Math (also outputs UV-map)
MP_Parent: Copies the transforms from one image to another
MP_RelativeTransform: Transform an image using relative values instead of absolute pixel values
MP_ScreenCoodinates: Outputs Texture Coordinates that always match the resolution
MP_SineLoopExpression: Creates a looping animated value
MP_WiggleExpression: Creates a animated random value
MP_TonalMask: Generates masks from the highlights/midtones/shadows of an image
MP_ValueContrast: Adjusts the contrast (distance between highest and lowest values) for float fields
MP_ValueVisualizer: Visualizes the value of the input by displaying text on screen, for monitoring math-nodes

Not limited to only 3D and CGI!
Of course you can also use Blenders Compositor and MP_Comp without being interested in creating 3D-Graphics. You can also use videos, images and image-sequences as inputs for the compositor and use the effects on them!
You can also get the best of both worlds by combining and composing 3D and 2D elements!
It’s also quite intuitive to use the 3D-viewport to create 2.5D scenes or to just sticking to basic 2D entirely. This is actually a great way to create motion-graphics and by using MP_Comp the capabilities of what you can achieve within Blender get scaled!
Blenders Compositor is just limited by not having a lot of options to cache your results.
Luckily, there is an add-on for that, which let’s you create a disk cache of your compositing set-up, which you can then playback in real-time in Blender!

Will the Compositing be baked into the render?
Since the 3D-rendering part of the pipeline takes a lot longer than the compositing, you usually don’t want to re-render it.
But let’s say, you review your final result and decide to retouch the compositing. It would be unnecessary to also re-render the 3D-viewport for this.
There are several way to avoid this, by seperating the composited result from the raw render:
Use Blenders “File Output”-node in the Compositor and connect it to the “Render Layers”-node. This way, you will export both the composited result and the raw render into the specified directories.
Export your render as a multi-layer OpenEXR file(s). This way, the raw and the composited render pass will be on their owen seperate layer.
Disable the compositing node-tree when rendering the 3D-scene. Then import the raw render as an image (sequence) into the compositor and use it as an input instead.
The third option is recommend, because it is fairly easy to do, doesn’t limit you in your choice of file formats and enables you to benefit from better performance of real-time compositing, since Blender will just have to load a file instead of re-rendering the viewport.

Quickly apply one of the color-presets!
There are several pre-defined color-corrections you can use to get an idea of what your render can look like.
You can always add the nodes by using “Shift+A”, but for this process it is recommend to use the Asset-browser, since all the effects and color-corrections have preview-thumbnails. So, you don’t have to solely rely on trial and error adding the different nodes.

Made with UX in mind
While designing the effects, I constantly considered how to keep them intuitive and easy-to-use. But how does this affect you?
You can expect:
Well seperated input-values into multiple panels
Input-values being mapped and capped to the ranges they work best in
Good default settings, which prefer less ressource-heavy values to prevent performance spikes
Nodes being sorted into different categories and color-coded accordingly
Thumbnail-previews of the effects in the asset-browser
Nodes having a lot of description and tool-tips to better understand the inputs

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