Overview
Creates a color along the three axes of hue, saturation, and value. It serves the
same role as color_rgb, but its greatest strength is that H is an angle
parameter. Simply driving H with a waveform creates rainbow cycles and animated
neon hues.
Usage tips
- The go-to hue animation is
motion(Rotate, amount 360) → H (promote to an input pin 📌). The hue makes one full rotation per loop. - To create slightly different colors in the same family, keep S and V fixed and offset only H to preserve harmony.
- When you need colors with matching perceived brightness,
color_oklchis more accurate because it is perceptually uniform.
Common pitfalls
- Changing H does not change the color: S is 0, producing gray. Increase the saturation.
- Some colors remain dark even with V at maximum: HSV value is not perceived brightness. Blue at V=1 looks darker than yellow at V=1. Use an OKLCH node when brightness must match.
Technical details
- Two-way synchronization between the color picker and H/S/V/A sliders
- Change the color in the picker → RGB-to-HSV conversion automatically updates H/S/V/A
- Change an H/S/V/A slider → HSV-to-RGB conversion automatically updates the picker
- With no Color wire connected, H/S/V/A are authoritative at evaluation time. Picker edits update those channels in the UI.
- While using an indexed-color reference, palette edits update H/S/V/A and the output. Manually editing a channel detaches the reference and switches to the current literal color.
- Converts HSV to RGB internally and outputs the Color type.
- Every parameter can be promoted to an input pin 📌. A connected Color input overrides H/S/V/A.
- Hue values above 360° are normalized automatically (for example, 400° → 40°)
Examples
- Connect SineWave to hue → rainbow animation
- Set saturation to 0 → grayscale
- Fix hue and change only value → lighting effect
Related nodes
color_rgb/color_oklch— sibling nodes using other color spacesmotion/remap— drive a hue cyclehsv_adjust— adjust an image in HSV