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.
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.
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.