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Color Range

Node icon
Mask

Creates a mask by selecting pixels similar to a picked color, with adjustable hue, saturation, and lightness weighting.

The Color Range node applied to a source image: original (left) and result (right).
Side-by-side comparison: the original image on the left and the same image after the Color Range node on the right.

Color Range measures each pixel’s distance from the picked color in hue, saturation, and lightness, and outputs a mask where white is selected, plus the image with that mask applied to its alpha. Pick the color with the eyedropper straight from the preview. The three Weight sliders decide what the distance cares about: the defaults favor hue, so the node selects a color regardless of how bright it is. Raise Lightness Weight and lower Hue Weight to select by brightness instead.

On a texture set or a library, a Map row picks the one map Color Range reads, such as the Roughness or even the Normal, and the eyedropper picks from that map. The output is the whole set cut by the selection: every map is kept and the set’s Opacity is multiplied by the selection, so a color picked on the Base Color cuts the whole material out. The Mask output carries the selection. A set without the map passes through uncut, with a note, and its mask selects nothing. See Changing one map.

Pins

ImagePixels or Texture
InputRequired
ImagePixels or Texture
Output
MaskMask
Output

Color Range

MapChoice
Default: Base Color
Texture set or library wired

Which map of the texture set this node reads to make its selection. Shown while a texture set or a library is wired

  • Base ColorWork on the set's Base Color. The first map for the color and tone nodes.
  • NormalWork on the set's Normal. Offered on Normal Map (rescale its intensity) and the nodes that read a map into a selection; a color node never edits a direction.
  • RoughnessWork on the set's Roughness, a linear 0 to 1 map with one channel.
  • MetallicWork on the set's Metallic, a linear 0 to 1 map with one channel.
  • Ambient OcclusionWork on the set's Ambient Occlusion, a linear 0 to 1 map with one channel.
  • HeightWork on the set's Height, a linear map that can pass 0 and 1.
  • OpacityNever offered: the Opacity is the set's cutout, which Mask Apply edits.
  • EmissiveWork on the set's Emissive color.
ColorColor (RGBA)
Default: rgba(255, 0, 0, 255)

Target color

ToleranceNumber
Default: 30 Range: 0–100

How far from the center color to include in the selection. Higher = selects more pixels

SoftnessNumber
Default: 10 Range: 0–100

Edge falloff at the selection boundary. 0 = hard edge, 100 = fully soft gradient

Weights

Hue WeightNumber
Default: 100 Range: 0–100

How much the hue (color) contributes to selection. High = select by color regardless of brightness

Saturation WeightNumber
Default: 50 Range: 0–100

How much saturation contributes to selection

Lightness WeightNumber
Default: 25 Range: 0–100

How much lightness/brightness contributes to selection. High with low hue = select by brightness regardless of color

Refine

FeatherNumber · px/%
Default: 0.0 Range: 0.0–50.0 px / 0–100%

Blur the selection mask edges. Higher = softer, more gradual edges

InvertToggle
Default: false

Invert the selection: keeps everything except the picked color

  • Start with a low Tolerance and raise it until the region is covered, then use Softness for a gradual boundary.
  • Add Feather to soften the mask edges for smoother compositing.
  • Turn on Invert to select everything except the picked color.