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#