Filters & Adjustments
Image processing, color correction, spatial transforms.
Take image in, modified image out. Chain in series.
Color Correction#
| Node |
What it does |
| Color Adjust |
Brightness, contrast, saturation, hue. Quick fix. |
| Levels |
Black/white points, gamma. Fastest contrast control. |
| Curves |
Tone curve, per-channel or all. Presets included. |
| HSL Adjust |
Hue/sat/lightness. Optional hue targeting (shift just reds). |
| Color Balance |
Push shadows/midtones/highlights toward different colors. Cinematic grading. |
Stylization#
| Node |
What it does |
| Posterize |
Reduce color levels per channel. |
| Pixelate |
Mosaic. Configurable block size. |
| Invert |
Flip color values. |
| Threshold |
Binary cutoff above/below value. |
| Gradient Map |
Luminance to color gradient. Duotones. |
| Color Palette |
K-means clustering in OKLCH. Extracts dominant N colors. |
| Drop Shadow |
Offset, blurred shadow behind image. |
Blur & Detail#
| Node |
What it does |
| Blur |
Gaussian. Adjustable radius, quality. |
| Sharpen |
Unsharp mask. |
| Node |
What it does |
| Transform |
Translate, scale, rotate, flip. |
| Crop |
Sub-region (0-1 fractions). |
| Resize |
Resample to new resolution (bilinear or nearest). |
| Tile |
Grid repeat. Offset, optional mirror. |
| Warp |
Displaces pixels via a displacement map (R = X, G = Y vector field). |
Channel Operations#
| Node |
What it does |
| Channel Split / Merge |
RGBA to/from four grayscale outputs. |
| Channel Shuffle |
Rearrange channels (swap R/B, copy G to alpha, etc). |
| Channel Mix |
3x3 channel matrix on one image (Photoshop-style: B&W, sepia, swap R/B presets). |
| Channel Clamp |
Per-channel min/max clamp. |
| Channel Math |
Per-channel arithmetic between two images. |
| Luminance |
Luminance as grayscale (Rec. 709 / 601 / average / max / min). |
| Color Space Decompose / Compose |
HSL, HSV, LAB, OKLCH to/from component channels. |
| Premultiply Alpha |
Toggle premultiplied/straight alpha. |
Standard pattern: split, process one channel, merge. Decompose/Compose for color-space work like saturation shifts that skip luminance.
Material Maps#
| Node |
What it does |
| Normal Map |
Height map to normal map. Flip Y for DirectX. |
| Edge Detect |
Sobel, Prewitt, Laplacian. |
| Curvature |
Surface curvature from height map. |
| Ambient Occlusion |
AO from height map. |
| PBR Preview |
2D physically-based render from base color, normal, roughness, metallic, AO. Cook-Torrance with one directional light. |
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