Filters & Adjustments

Correct color, stylize, blur, reshape, and cut out any image.

A filter takes an image in and sends a changed image out. Chain them to build a look, then re-tune any one whenever you like. Everyday tools first, the deep ones last.

Color#

Node What it does
Brightness/Contrast Brightness, contrast, saturation, hue. The quick fix.
Levels Input and output black and white points, gamma. The separate Auto Levels node does it for you.
Curves A tone curve, all channels or one at a time.
HSL Adjust Hue, saturation, lightness. Target just the reds.
Color Balance Push shadows, midtones, highlights toward a color. Cinematic grades.
Gradient Map Recolor by brightness. Duotones. Alpha From Input keeps transparency.

Stylize#

Node What it does
Posterize Fewer color levels.
Pixelate Mosaic blocks.
Invert Flip the colors.
Threshold Hard black and white.
Color Palette Pull the dominant colors out.
Drop Shadow Soft, offset shadow behind.
Inner Shadow / Inner Glow Shadow or glow just inside the edge. Recessed, or hot.

Blur and detail#

Node What it does
Blur Gaussian blur.
Sharpen Crisp up detail.
Non-Uniform Blur Blur more where its Radius Map input is bright. Depth of field.
Edge Detect Find the edges.

Reshape#

Node What it does
Transform Move, scale, rotate, flip.
Crop Keep a region.
Resize New resolution.
Tile Repeat in a grid, with optional mirroring.
Warp Push pixels around with a second image.
Directional Warp Push pixels along one angle, as far as a second image is bright.

Cut out#

Node What it does
Mask Keep where a second image is white. See Blending.
Color Key Turn one color transparent. Drop a white background, key a green screen.
Alpha Merge Color from one input, transparency from another.
Remove Background On-device AI cutout. See Retouch & AI.

Channels (advanced)#

Node What it does
Channel Split / Merge Four grayscale channels, and back.
Channel Shuffle / Mix Rearrange or recombine channels.
Luminance Brightness as grayscale.
Color Space Decompose / Compose To and from HSL, HSV, LAB, OKLCH.

Surface maps (advanced)#

Built from a height map, for Materials.

Node What it does
Bevel Ramp a shape's edge into a pillow. Outputs height and a ready normal.
Normal Map Height to normal.
Normal Combine Base normal plus detail normal.
Curvature Edge wear from a height map.
Ambient Occlusion Soft contact shadow from a height map.
Slope Blur Blur along a height map's slopes. Drips, erosion.
Distance How far each pixel is from the nearest edge.
Flood Fill family Give every separate blob its own random color, gradient, or size. Brick and tile variation.

Where to next#