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Export Batch

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Export

Exports all palette variants as individually named files, completing the variant generation pipeline.

Export Batch takes a Variants input (from Palette Remap or similar) and writes every variant as a separate file. Each file is named using the base name plus the variant’s palette slot name. For example, a base name of “gem” with a palette slot “crimson” produces “gem_crimson.png”.

This is the node that makes ArcBrush’s batch workflow possible: one graph produces dozens of consistently named output files automatically.

The output directory supports relative paths: type export and it resolves relative to your .arcb file. Directories are created automatically.

Export

BrowseText

Output directory for exported files

Base NameText
Default: export Range: 256 chars

Filename prefix; variant name appended

FormatChoice
Default: PNG

File format

  • PNGLossless with transparency. The default choice for game assets and sprites.
  • JPEGLossy compression, small files. Good for web assets without transparency.
  • TGATarga format. Common in game engines like Unity and Unreal.
  • BMPUncompressed bitmap. Maximum compatibility, large files.
  • WebPModern format, smaller files than PNG/JPEG.
  • TIFFProfessional archival format with multiple compression options.

*Format Settings*

Quality %Integer
Default: 90 Range: 1–100

Compression quality for JPEG/lossy WebP

MatteColor (RGB)
Default: rgb(255, 255, 255)

JPEG matte color behind transparent pixels

CompressionInteger
Default: 8 Range: 0–9

PNG compression level; 0=fastest, 9=smallest file

RLE CompressionToggle
Default: true

Run-length encoding to reduce TGA file size

LosslessToggle
Default: false

Lossless WebP; no quality loss but larger files

CompressionChoice
Default: None

TIFF algorithm

  • NoneNo compression — fastest but largest files.
  • LZWLossless compression — good balance of size and speed.
  • DeflateLossless compression — smaller files than LZW but slower.
  • PackBitsSimple RLE compression — fast but less effective on complex images.

Export

Generate Sprite SheetToggle
Default: false

Export a sprite sheet PNG + JSON manifest instead of individual files

Sheet Layout

ColumnsInteger
Default: 4 Range: 1–32

Grid columns. Auto-set on enable; Auto Fit button resets to roughly square

Padding pxInteger
Default: 0 Range: 0–32

Space between cells in pixels

BackgroundColor (RGBA)
Default: rgba(0, 0, 0, 0)

Sheet background color

Power of TwoToggle
Default: false

Expand sheet to next power-of-two dimensions

Notes

Same per-format options as Export Image (see above). Quality is shown for JPEG or lossy WebP.

Sheet Layout controls are only visible when Generate Sprite Sheet is enabled.

  • Set a descriptive base name, since it becomes the filename prefix for all variants.
  • Use relative paths (e.g., export or output/sprites) to keep exports portable alongside your .arcb file.
  • Enable Sprite Sheet to also generate a packed sprite sheet PNG with a JSON manifest.
  • All format-specific options (quality, compression, etc.) apply to every exported file.
  • Use Ctrl+Shift+E to quick-export, or File > Export All (Ctrl+Shift+Alt+E) to run every export node in the graph at once.