Compositing

Render Model Concepts

Practical Oraphim workflow documentation.

Updated June 15, 2026

Render Model Concepts

To master Oraphim's compositor, you must understand the underlying mathematics of how the engine processes image data. Unlike consumer software that operates in 8-bit color space with destructive rendering, Oraphim utilizes a professional, resolution-independent, 32-bit floating-point pipeline.

32-Bit Floating Point Processing

Traditional image processing uses 8 bits per channel, meaning Red, Green, and Blue can each hold a value between 0 (pure black) and 255 (pure white). If you apply a Brightness effect that pushes the pixel values past 255, the data is permanently clipped (destroyed). If you later apply a Darken effect, the highlights will appear flat gray because the underlying detail was lost.

Oraphim processes every single node mathematically in 32-bit float space.

  • Pixel values are not integers (0-255); they are decimals where 0.0 is black and 1.0 is white.
  • Because it is floating-point math, a pixel can have a value of 5.4 (exponentially brighter than white) or -2.1 (exponentially darker than black).

Why this matters: You can never accidentally destroy image data in the middle of a node graph. If Node A boosts the exposure so much that the image turns entirely blinding white, Node B can perfectly recover the original image by simply lowering the exposure by the exact same mathematical amount.

Resolution Independence

In Oraphim, the Compositor is entirely resolution-independent. There is no concept of a "Sequence Resolution" limiting your canvas.

  • If you connect a 4K image to the background of a Merge node, the output of the Merge node is mathematically calculated at 4K.
  • If you subsequently connect a 1080p image to the background of the next Merge node, the canvas dynamically resizes to 1080p for that specific operation.

Nodes inherit their resolution from the Background (Yellow) input of a Merge.

The Alpha Channel

Every image processed in Oraphim's compositor contains four channels: Red, Green, Blue, and Alpha (RGBA). The Alpha channel dictates transparency.

  • An Alpha value of 1.0 means the pixel is completely solid (opaque).
  • An Alpha value of 0.0 means the pixel is completely transparent (invisible).
  • An Alpha value of 0.5 means the pixel is 50% translucent (like glass).

Understanding how nodes manipulate the Alpha channel is the key to mastering green screen keying, masking, and motion graphics. When you "key" a green screen, you are essentially instructing the software to change the Alpha value of all green pixels to 0.0.