Blender’s compositor is powerful, but not everyone enjoys assembling the same stack of glare, colour correction, and noise nodes from scratch. The new free setup Easy Photorealism by developer Selman aims to fix that. The node group collects the most common post effects into one coherent layout that behaves more like Photoshop’s layer-based system.
According to the official description, the group includes glare, chromatic aberration, sharpening, film-style noise, vignetting, and basic colour adjustments. Instead of building each node manually, users append the provided .blend file, select the node tree called “Easy Photorealism 2.0,” and switch to the Compositing workspace. The package currently targets Blender 4.5. The developer states that an update for Blender 5.0 is planned but not yet released.
Designed for Familiarity
The Reddit thread announcing the tool describes it as “an all-in-one compositing node group that makes it as easy as possible to post-process renders that are meant to look photorealistic.” Artists describe the setup as particularly useful for quick look development or for users more familiar with Photoshop than Blender’s node editor. One comment summarises the appeal: “I always end up rebuilding the same few post nodes. Having them packaged together just saves time.”
The design philosophy is straightforward. Rather than introducing new filters, Easy Photorealism wraps existing compositor functions in an ordered, pre-tuned layout. Each effect can be toggled, adjusted, or bypassed individually. For non-technical artists, this offers a shortcut to consistent finishing without opening half a dozen sub-node groups.
Between Template and Tool
Despite its convenience, Easy Photorealism is not a black-box plug-in. It still relies on Blender’s standard compositor and uses native nodes exclusively. Experienced users can open the group to inspect or modify its internals, or merge it into existing production node trees. The setup provides a starting point, not a finalised pipeline. In production environments, technical artists can extract the useful parts such as chromatic aberration or bloom and integrate them into their own node networks.
Known Limitations
Easy Photorealism is currently tuned for Blender 4.5. Compatibility with Blender 5.0 is planned but not yet confirmed. As with any node group, version updates could alter internal socket names or data types. Users should verify node connections after Blender updates before production use.
Another recurring comment in community threads concerns grouped render passes. When wrapping compositor nodes into a group, additional passes such as Z-depth or normal channels may need to be re-exposed manually. Users who depend on multipass workflows should check their input and output routing before final renders.
Performance testing also remains essential. Each enabled effect (chromatic aberration in particular) adds computational load. For iterative preview rendering, that can become noticeable.
The Broader Context
This isn’t the first attempt to bring 2D-style editing into Blender. Other projects, such as the Paint System add-on, aim to reproduce Photoshop-like layers directly on 3D objects. Easy Photorealism differs by focusing on compositing rather than texture painting, essentially handling the post-render stage instead of the material or surface level.
Together, these experiments show a trend: artists expect 3D tools to match the directness of 2D software, especially for finishing and colour work. While Blender’s compositor remains node-driven by design, curated templates like this lower the barrier for those who prefer adjustment sliders to wiring diagrams.
Practical Takeaway
Easy Photorealism offers a clean, free entry point into post-processing within Blender. It can serve as a learning example, a time-saving preset, or a compositing base for smaller productions. Its greatest strength lies in standardising a repetitive workflow like setting up bloom, vignetting, and subtle noise, so that artists can focus on look rather than wiring.
However, as with all community tools, test it in your own conditions before trusting it in production. Check render performance, compatibility with your Blender version, and whether its default settings match your desired output.