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#