Skip to content

Palette Variants

Palette variants turn one piece of art into every color version you need: define a palette of named colors, wire it into Palette Remap, and the graph produces one recolored variant per color, ready to export as named files.

The potion example: a purple potion image trimmed and resized into Palette Remap, a Palette of named colors on its palette input, and Export Batch; the Preview shows the nine recolored potions Palette Remap makes
  1. Create a Palette node with named color slots (for example “Crimson”, “Cobalt”, “Emerald”). Palette From Image can extract one from a reference image instead.
  2. Connect your source image to a Palette Remap node, and the Palette to its palette input.
  3. Set Palette Remap’s Source R/G/B to the color in your art that should change. Hue Tolerance and Feather control how wide a range of nearby colors follows it.
  4. Palette Remap outputs one variant per slot on its Batch pin. With Preserve Luminance on (the default), shading and highlights survive, so the recolor looks painted rather than tinted.
  5. Connect the Batch to Export Batch. {name} is the image’s name joined to the slot name as typed (gem_Crimson for gem.png), so a template such as {name|lower} writes gem_crimson.png.

Change the source art or the palette and every variant regenerates. Palette Remap also takes a whole batch of images, pairing every image with every color; see Multiplying a batch.

  • Game assets: one item icon becomes a color tier for every rarity level.
  • Brand assets: one design, in every brand color.
  • Character art: color explorations for different costumes from one character.
  • Palette Remap is the variant generator: one image per palette slot, on a Batch pin. Use it for a set of recolored versions of one source.
  • Color Remap shifts one color to one target color and outputs a single image. No Palette node, no batch, no Export Batch.