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Gradient Map

Node icon
Color

Maps luminance values to a color gradient, turning any grayscale range into a color palette.

The Gradient Map node's Grayscale, Sepia, Cyan-Magenta, and Fire duotone looks, driven by the source image's luminance.
The original hummingbird photo beside it remapped to a grayscale duotone, a warm sepia duotone, a cool cyan-to-magenta duotone, and a high-contrast fire duotone driven by luminance.

Gradient Map replaces brightness with colors from a gradient: dark areas take the left end, bright areas the right. Use it to colorize grayscale images, make duotones, or apply a stylized color scheme. It takes a single-channel source directly, with no conversion, and always outputs a full-color image.

Source Channel picks what drives the lookup: Luminance, or any one channel. Stops blend with the same Interpolation and Hue Path options as the Gradient node, so OKLab or OKLCh give smoother midtones between contrasting colors without extra stops.

Alpha decides how the gradient’s alpha combines with the source’s. New nodes default to Multiply, so transparent stops cut through; projects saved with earlier versions keep rendering as before.

On a texture set or a library, a Map row at the top of the panel picks the one map Gradient Map edits, such as the Roughness, and every other map passes through untouched. Mapping a gradient onto the Height or the Roughness is a quick way to restyle a data map. See Changing one map.

Pins

ImagePixels or Texture
InputRequired
MaskMask
InputOptional
ImagePixels or Texture
Output

Color Mapping

MapChoice
Default: Base Color
Texture set or library wired

Which map of the texture set this node edits. Every other map passes through unchanged. 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.
Source ChannelChoice
Default: Luminance

Which channel drives the gradient lookup. Luminance is the weighted brightness of RGB

  • LuminanceMap based on perceived brightness, the most natural choice.
  • RedMap based on the red channel value only.
  • GreenMap based on the green channel value only.
  • BlueMap based on the blue channel value only.
  • AlphaMap based on the alpha (transparency) value.
AlphaChoice
Default: Multiply

How the gradient's alpha combines with the source image's alpha

  • PreserveKeep the source image's alpha unchanged. The gradient's alpha is ignored.
  • MultiplyDefault for new nodes. Source alpha is multiplied by gradient alpha, so transparent stops cut through.
  • ReplaceThe gradient's alpha overwrites the source image's alpha entirely.
InterpolationChoice
Default: RGB

Color space used to blend between gradient stops

  • RGBDefault. Blends red, green, and blue channels directly. Fast and predictable.
  • Linear sRGBBlends in linear-light space, which keeps midpoints from looking dim.
  • OKLabPerceptually smooth blends without the muddy midpoints you can get from blending two contrasting colors in RGB.
  • OKLChLike OKLab but preserves chroma through the midpoint, so vivid contrasting hues stay vivid through the middle.
  • HSVSweeps through the hue wheel for vivid color transitions.
  • Kubelka-MunkPigment-mixing model where blends behave like real paint rather than light.
  • ConstantHolds each stop's color until the next stop, for stepped gradients with no blending.
Hue PathChoice
Default: Shorter Range: Shorter / Longer / Increasing / Decreasing
Interpolation = OKLCh or HSV

Direction taken around the hue wheel between stops.

  • Shorter: pick the shorter arc (default).
  • Longer: pick the longer arc; useful for two-stop rainbows.
  • Increasing: hue value monotonically increases.
  • Decreasing: hue value monotonically decreases.

Gradient

Stop CountInteger
Default: 2 Range: 2–8

Number of stops; additional s2..sN are injected dynamically

Stop 0 PositionNumber
Default: 0.00 Range: 0.00–1.00

Stop 0 normalized position

Stop 0Color (RGBA)
Default: rgba(0, 0, 0, 255)

Stop 0

Stop 1 PositionNumber
Default: 1.00 Range: 0.00–1.00

Stop 1 normalized position

Stop 1Color (RGBA)
Default: rgba(255, 255, 255, 255)

Stop 1

Mask

Mask FromChoice
Default: Luminance
Color image connected to the mask input

How the connected color image is read as a mask

  • LuminanceRead the image's brightness as the mask. The default.
  • AlphaRead the image's transparency as the mask.
  • RedUse the red channel as the mask.
  • GreenUse the green channel as the mask.
  • BlueUse the blue channel as the mask.
Mask FitChoice
Default: None (native size)
Mask connected

How the mask is sized when it doesn't match the image

  • None (native size)Center the mask at its native size, with no resizing. Unmasked regions are unaffected.
  • StretchStretch the mask to exactly match the image dimensions. May distort the mask shape.
  • Fit (letterbox)Scale the mask to fit inside the image, preserving aspect ratio. Letterboxes where needed.
  • Fill (crop)Scale the mask to fill the image, preserving aspect ratio. Crops edges if aspect ratios differ.
  • A two-stop gradient (dark color to light color) gives a classic duotone.
  • Wire Noise in to make colorized procedural textures.
  • Connect a mask to colorize only part of the image.
  • Each stop in the gradient editor has its own Pick Color button for sampling colors from anywhere on screen.