Overview
The entry point for bringing an external image file (PNG/JPEG/BMP/GIF/WebP) into the graph. Every workflow that starts from an existing image—adding processing to hand-drawn pixel art, sampling colors from a reference, or converting a photo into pixel art—starts here.
Usage tips
- Import assets into the project folder as the standard practice. Turn on "Copy
external reference files into the project" under Settings > General > Portable Save.
The selected image is copied to
projects/<プロジェクト>/assets/images/and referenced by relative path, so it remains readable when the entire project folder is moved or shared. - The loaded image keeps its original dimensions. Connect
canvas_resize,fit_to_canvas, orcropdownstream to fit it to the canvas. - The go-to photo/full-color conversion is
image_load → pixel_scale(縮小) → palette_quantize(減色) → dither.
Common pitfalls
- The image disappeared after moving the project: it was referenced externally by an absolute path. Turn on the asset-copy setting above and select it again. Save the project first, because an unsaved project cannot copy assets.
- An Aseprite file will not load: use
aseprite_load, not this node, for.ase/.asepritefiles and their layers and frames. - A GIF does not load as animation: only a still image is loaded. Use an asset split into frames when animation is required.
Examples
image_load → hsv_adjust → 書き出し: adjust the colors of an existing assetimage_load → height_from_image → surface系: add dimensional lighting to hand-drawn artimage_load(参考画像) → palette_extract: extract and reuse a palette from an image
Related nodes
aseprite_load— load layers and frames from an Aseprite file (.ase/.aseprite)palette_load— load a palette file instead of an imagecanvas_resize/crop— adjust dimensions after loadingpalette_quantize— quantize a full-color image