Overview
Colors a grayscale image such as noise or a height map from dark to light using colors
from a palette. The two-node chain ノイズ → グラデーションマップ creates a
palette-managed base for a pixel-art texture.
Usage tips
- For pixel art, start with
mode = Steps. The number of steps matches the number of palette colors and produces crisp color regions.Smoothis better for non-pixel-art uses such as gradient wallpaper. - The go-to shading workflow is to create only light and dark values in grayscale, then apply a 3–5-color ramp here. Separating shape/shading from color lets you batch-produce color variants by swapping only the palette.
- When unsure about
source, keep the defaultOKLCH-L, which follows perceived brightness.Alphais useful for coloring masks. - Connect
palette_createorcommon_palette_refto the palette input to participate in project-wide color management.
Common pitfalls
- Only two colors appear: with no palette connected, the node uses the two-color Color A/Color B mode. Check the palette input connection.
- Dark and light colors are reversed: palette order is dark → light. Reorder it or
turn
invertON. - Semi-transparent areas change opacity:
preserve_alpha(ON by default) keeps source alpha. When it is OFF, pixels whose source alpha is greater than zero use the ramp color's alpha. Fully transparent pixels remain untouched either way.
Technical details
- The
sourcevalue (0–1) of each pixel selects a position on the ramp. Steps: divides the ramp into equal-width steps and uses the color of the matching step unchanged, producing crisp color regions.Smooth: linearly interpolates between adjacent ramp colors.- Fully transparent pixels remain unchanged and uncolored regardless of
preserve_alpha. - With
preserve_alphaON, nontransparent pixels keep source alpha. With it OFF, those pixels use the selected ramp color's alpha. - When a palette is connected, a swatch grid appears in the inspector.
Examples
- Color noise: connect a grass palette to
Noise(Perlin)→Gradient Map, then color withStepsto create a tile base. - Apply a shading ramp: color a height map from
Height From Imagewith a 3–4-color character skin ramp. - Two-color gradient: leave the palette unconnected, set Color A to navy and Color
B to light blue, and use
steps=4for a stepped sky background. - Color an inverted mask: use
invertwith a mask fromThresholdto reverse its dark and light values before coloring.
Related nodes
noise_generate— the go-to upstream source for grayscale patternspalette_create— build the ramp palette in the graphpalette_quantize— use this to move an existing color image toward a palette by nearest-color searchtone_curve— adjust the value distribution before coloring to balance step areas