Filters & Adjustments

Correct color, stylize, blur, transform, and reshape any image.

Every filter takes an image in and sends a changed image out. Chain them in a row to build up a look, and re-tune any one whenever you like. The everyday adjustments come first; the deeper channel and material tools are further down.

Color correction#

Node What it does
Brightness/Contrast Brightness, contrast, saturation, hue. The quick fix.
Levels Black point, white point, gamma. The fastest contrast control.
Curves A tone curve, all channels at once or one at a time. Presets included.
HSL Adjust Hue, saturation, lightness, with optional targeting (shift just the reds).
Color Balance Push shadows, midtones, and highlights toward different colors. Cinematic grading.

Stylize#

Node What it does
Posterize Collapse to fewer color levels.
Pixelate Mosaic blocks, any size.
Invert Flip the colors.
Threshold Hard cutoff to black and white.
Gradient Map Recolor by brightness. Great for duotones. Set Alpha From Input to keep areas outside a shape transparent instead of flooding the canvas.
Color Palette Pull the dominant colors out of an image.
Drop Shadow A soft, offset shadow behind the image.
Inner Shadow A soft shadow just inside the shape's edge, for a recessed or glass-depth look.
Inner Glow A soft glow just inside the shape's edge, for rim light or hot metal.

Blur and detail#

Node What it does
Blur Gaussian blur, adjustable radius.
Sharpen Crisp up detail (unsharp mask).

Move and reshape#

Node What it does
Transform Move, scale, rotate, flip.
Crop Keep a sub-region.
Resize Resample to a new resolution.
Tile Repeat in a grid, with optional mirroring.
Warp Push pixels around using a second image as a displacement map.

Channels (advanced)#

Split an image into its red, green, blue, and alpha channels, work on them on their own, then merge back.

Node What it does
Channel Split / Merge Break apart into four grayscale channels, or rebuild from them.
Channel Shuffle Rearrange channels (swap red and blue, copy green to alpha).
Channel Mix Recombine channels by a matrix. B&W, sepia, and swap presets.
Channel Clamp Clamp each channel to a min and max.
Channel Math Per-channel arithmetic between two images.
Luminance Pull out brightness as grayscale.
Color Space Decompose / Compose Split to and from HSL, HSV, LAB, or OKLCH components.
Premultiply Alpha Switch between premultiplied and straight alpha.

Material maps (advanced)#

For surface and texture work, mostly built from a height map. See Materials & Lighting to light and finish them.

Node What it does
Bevel Ramp a shape's edges into a rounded pillow. Hands you a height and a ready-made normal. Feed it a shape's Distance for clean curves.
Normal Map Turn a height map into a normal map. Its Smoothing keeps a bright highlight from catching fine noise.
Normal Combine Blend a base normal with a detail normal (a panel plus its scratches, a dome plus its grain).
Edge Detect Find edges (Sobel, Prewitt, Laplacian).
Curvature Surface curvature from a height map. Great for edge wear.
Ambient Occlusion Soft contact shadows from a height map.

Where to next#