Overview
Organizes smooth colors and luminance into a small number of distinct steps. Use it to make photographic gradients coarser for pixel art or reduce an asset's color variety.
space selects the model used for quantization. Use OKLCH to preserve perceived
brightness and vividness, HSV for convenient hue handling, or RGB to quantize raw
RGB values.
Usage tips
- Choose between this and
palette_quantize: if concrete palette colors are already set, use quantize; if you only need fewer steps and have no palette yet, use this node. - When unsure, keep
space = OKLCH(default) for natural perceived luminance. levels_a/b/ccorrespond to the color-space components, such as L/C/H in OKLCH. Start by reducing only A, luminance, to 4โ6 steps while leaving B/C higher to organize shading alone.- Hue is quantized as a circle, so N requested hue levels remain N distinct levels instead of duplicating 0 and 360 degrees.
- Turning
posterize_alphaON revealsalpha_levels, which controls transparency independently of the color-component levels. - Pass the posterized result through
palette_extractto collect its palette, then transition to a quantize-based workflow.
Common pitfalls
- Colors become dull or muddy: this is common when reducing steps in
RGB. Switch toOKLCH. - Translucent edges look dirty:
posterize_alphais OFF by default and preserves transparency. Turn it ON only when edge alpha also needs organization, then choose the number of transparency steps withalpha_levels. - A more pixel-art-like pattern is needed: use
ditherwhen step boundaries should contain a screen pattern.
Examples
- Reduce luminance to four steps in
OKLCHto organize shadow colors. - Reduce hue to a few steps in
HSVto group nearby colors into the same family. - Coarsen each channel in
RGBfor a quantized appearance.
Related nodes
palette_quantize/ditherโ palette-based quantizationgradient_mapโ replace colors while creating stepstone_curveโ adjust luminance before creating stepspalette_extractโ collect a palette from the posterized result