You have to render into OpenEXR Multilayer (.EXR) output format to keep passes in saved file.
(PNG can't store these layers / passes.)
To see Backdrop you have to connect Viewer node.
(with Node Wrangler addon enabled, press Ctrl+Shift)
The issue here is your Glare node settings.
The threshold basically means "which luminosity values on image will I exclude from glowing". When set to zero, it will apply the effect everywhere.
I suggest you temporarily set the mix value to 1 so you can see the raw node's effect without mixing it back to your original picture.
Then, play with the ...
It's probably best to use a separate glow node just for the lightning in this case:
In the Render Layer options turn on Material Index In your material
under settings use a pass indes that you haven't used for anything
Connect the index MA output to a glow node and add or screen
it back onto the original image.
You can also use the original
colors, if ...
The image below gives a node set up that you could use in the compositor. It splits up the normal into its rgba values, takes the absolute value of each component (using the Math node with the "Absolute" setting), and then recombines them.
To get proper fog in EEVEE, surround your scene with a cube, and attach a Volume Scatter node to the Volume output. Make sure no surface is connected. In the image I use below, I multiplied the view distance by a very small number (.00004 - it says 0000 in the pic, but that's just because I used too small a number - it won't even show it until you click the ...
So I found a solution to this problem I could of course use the Flares Wizard addon as @Jonas said yet the question was how it can be done with the compositor. This is how it can be done:
Add in a sphere which should be the sun
Give it an emission material with a strength of 10
Navigate to the object properties panel and in the relations ->Change the ...
I have a feeling that these passes are used for testing/troubleshooting purposes.
Let's take the Denoising Intensity pass for example. If plugged into a viewer node, you will see a black and white image. An entirely black pixel means that denoising has been applied at maximum strength, and completely white would mean that the denoiser did not touch that area....