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Gradient

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Generator

Generates linear, radial, angular, or diamond gradients with multi-stop color control.

A multi-stop gradient generated by the Gradient node.
A smooth multi-color gradient fill produced by the Gradient node.

Gradient draws smooth color transitions in four shapes (linear, radial, angular, and diamond) with up to eight color stops. The presets dropdown holds 16 curated gradients in Basics, Spectrum, Colormaps, and Themes, each previewed in the current interpolation mode so you see exactly how it will look. Repeat and Mirror tile the gradient for patterns.

On Linear, Radial, and Diamond, the Preview draws a small swatch of each stop’s color on the gradient line while the node is selected. Drag a swatch along the line to move that stop, or click it to select the stop in the Parameters panel. Linear’s two end handles are swatches of the gradient’s color at each end. A stop sitting exactly on an end is part of that end’s handle, which drags the end, so move such a stop from the panel. Double-click a handle to reset it (a stop you added has no default, so it does not reset). See Canvas handles.

Gradients often feed other nodes: wire one into Mask Apply for a fade, or into Gradient Map to colorize a grayscale image. A new Gradient starts at the Default Width and Default Height set in Settings > Defaults.

Interpolation picks the color space the stops blend in. HSV and OKLCh add a Hue Path setting for the direction around the hue wheel: OKLCh with Longer or Increasing is what makes a vivid two-stop rainbow possible.

Dither (on by default) applies Floyd-Steinberg error diffusion to hide banding on subtle transitions between similar colors. A 32-bit (Float) document has no quantization to hide, so no dither is added there.

Wire a picture into the optional Background input and the gradient is drawn straight over it, at the picture’s size and depth, with no Composite node. Nothing changes while the input is empty.

  • Output Mode, Blend, and Opacity join the Output section, under Color Mode, while a background is wired. Output Mode is Composite, or Gradient Only for the gradient alone at the picture’s size. Gradient starts at Overlay and half opacity, so the picture and the gradient both show.
  • Size. The background sets the size, so Width and Height (and a wired Size Reference) are grayed.
  • Mask. An optional Mask input says where the gradient appears; Mask From and Mask Fit show while one is wired. With no background, the mask fades the gradient itself.
  • Transparent areas stay transparent. Gradient never paints where the picture is empty, so a cutout or the gutter of a padded trim stays clear. Opacity 0 returns the picture unchanged.
  • Depth and channels follow the picture. A 32-bit picture stays 32-bit, and a grayscale picture stays grayscale. A batch of pictures or trims keeps each frame’s name, color, and place on the sheet.
  • On a texture set, a Map row heads the Output section: pick Base Color, Roughness, Metallic, Ambient Occlusion, Height, or Emissive, and the gradient draws into that map only while every other map and the Opacity pass through. The Normal and the Opacity are not offered. See Drawing into one map.

Pins

BackgroundPixels or Texture
InputOptional
MaskMask
InputOptional
Size RefSize Reference
InputOptional
ImagePixels or Texture
Output

Output

Width (px)Integer
Default: 512 Range: 16–16384

Output width in pixels. Overridden when size_ref is connected

Height (px)Integer
Default: 512 Range: 16–16384

Output height in pixels. Overridden when size_ref is connected

Color ModeChoice
Default: RGBA

A grayscale output may be re-promoted to color by a downstream color node

  • RGBAOutput a full-color RGBA image. The default.
  • GrayscaleOutput a single-channel image directly, so you can build a mask, height field, or single-channel chain without adding a conversion node. The color pickers become gray sliders.
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 ColorDraw into the set's Base Color. The default.
  • NormalListed but grayed: the Normal is a direction, not a tone.
  • RoughnessDraw into the set's Roughness only, such as grunge in the roughness.
  • MetallicDraw into the set's Metallic only.
  • Ambient OcclusionDraw into the set's Ambient Occlusion only.
  • HeightDraw into the set's Height only.
  • OpacityListed but grayed: the Opacity is the set's cutout, which Mask Apply edits.
  • EmissiveDraw into the set's Emissive only.
Output ModeChoice
Default: Composite
Background connected
  • Gradient OnlyOutput the gradient alone, at the background's size.
  • CompositeDraw the gradient over the background with Blend Mode and Opacity (Overlay at 0.50 to start). The default.
Blend ModeChoice
Default: Overlay Range: Normal / Multiply / Screen / Overlay / Linear Dodge (Add) / Subtract / Difference / Hard Light / Soft Light / Darken / Lighten / Color Dodge / Color Burn / Exclusion / Hue / Saturation / Color / Luminosity
Composite, Background connected

How the gradient blends over the background

OpacityNumber
Default: 0.50 Range: 0.00–1.00
Composite, Background connected

How strongly the gradient shows over the background. 0 returns the background unchanged

Shape

TypeChoice
Default: Linear

Gradient shape

  • LinearA straight-line blend from start point to end point.
  • RadialA circular blend radiating outward from a center point.
  • AngularA sweep around a center point, like a color wheel.
  • DiamondA diamond-shaped blend radiating from a center point.
AngleNumber
Default: 0.0 Range: 0.0–360.0
Angular only

Rotation offset for the angular gradient (degrees)

Center XNumber
Default: 0.50 Range: 0.00–1.00
Radial / Angular / Diamond

Horizontal center of the gradient (0 = left, 1 = right)

Center YNumber
Default: 0.50 Range: 0.00–1.00
Radial / Angular / Diamond

Vertical center of the gradient (0 = top, 1 = bottom)

ScaleNumber
Default: 1.00 Range: 0.10–10.00
Radial / Angular / Diamond

Horizontal scale factor. Smaller = wider gradient, larger = tighter

Scale YNumber
Default: 1.00 Range: 0.10–10.00
Radial / Diamond

Vertical scale factor. Smaller = taller gradient, larger = shorter

Start XNumber
Default: 0.00 Range: -1.00–2.00
Linear only

Normalized start X position (0 = left, 1 = right)

Start YNumber
Default: 0.50 Range: -1.00–2.00
Linear only

Normalized start Y position (0 = top, 1 = bottom)

End XNumber
Default: 1.00 Range: -1.00–2.00
Linear only

Normalized end X position (0 = left, 1 = right)

End YNumber
Default: 0.50 Range: -1.00–2.00
Linear only

Normalized end Y position (0 = top, 1 = bottom)

RepeatChoice
Default: None

How the gradient extends beyond its bounds

  • NoneColors clamp at the edges, with no repetition.
  • RepeatThe gradient tiles end-to-end, creating a repeating pattern.
  • MirrorThe gradient reverses direction at each edge, creating a ping-pong effect.

Color

DitherToggle
Default: true

Add error-diffusion dithering to reduce visible banding on subtle gradients

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 a blue-to-yellow blend stays vivid in the middle instead of fading to gray-green.
  • HSVSweeps through the hue wheel for vivid color transitions.
  • Kubelka-MunkPigment-mixing model where cyan and yellow blend toward green the way real paint behaves rather than mixing as 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.
Stop CountInteger
Default: 2 Range: 2–8

Number of color stops in the gradient. Additional stops 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 color

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 color

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.
  • Wire a gradient into Composite’s mask input for a smooth transition between two images.
  • Angular gradients make color wheels for hue reference images.
  • Each stop in the gradient editor has its own Pick Color button, which samples a color from anywhere on screen (not just the canvas). Stops also edit from the keyboard.
  • Set Color Mode to Grayscale for a single-channel gradient: each stop becomes a gray level and the editor preview switches to grayscale. Useful for height fields, displacement sources, and soft masks. In a 32-bit project each stop’s level is full precision, and a grayscale gradient looks the same as at 8-bit in every interpolation mode; see Gray levels keep full precision.