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Gradient

Node icon
Generator

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

The Gradient node produces smooth color transitions in four shapes: linear, radial, angular, and diamond. Add as many color stops as you need and position them along the gradient. The presets dropdown ships 16 curated gradients organized into Basics, Spectrum, Colormaps, and Themes; each preview renders in the interpolation mode the node is currently using, so you see exactly how a preset will look before applying it.

Gradients are often used as inputs to other nodes. Wire one into a Mask Apply to create a gradient fade, or use it as a Gradient Map input to colorize grayscale images. The repeat and mirror modes let you tile gradients for pattern effects.

The Interpolation dropdown controls how colors blend between stops. RGB (default) blends channels directly. Linear sRGB blends in linear-light space, which keeps midpoints from looking dim. OKLab gives perceptually smooth blends without muddy midpoints. OKLCh preserves chroma through the midpoint, so a blue-to-yellow blend stays vivid in the middle. HSV sweeps the hue wheel for vivid color transitions. Kubelka-Munk mixes like real paint (cyan + yellow → green) instead of like light. Constant holds each stop’s color until the next stop for stepped gradients. HSV and OKLCh also expose a Hue Path setting (Shorter / Longer / Increasing / Decreasing) that decides which direction around the hue wheel the blend takes; Longer or Increasing is what makes a two-stop rainbow possible.

The Dither option (on by default) applies Floyd-Steinberg error diffusion to eliminate visible banding on subtle gradients, especially noticeable on smooth linear transitions between similar colors.

Pins

Size RefSize Reference
InputOptional
ImageImage
Output

Output

Width (px)Integer
Default: 512 Range: 16–8192

Output image width

Height (px)Integer
Default: 512 Range: 16–8192

Output image height

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

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

Normalized start Y position

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

Normalized end X position

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

Normalized end Y position

RepeatChoice
Default: None

How the gradient extends beyond its bounds

  • NoneColors clamp at the edges — 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 ordered 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.
Stop CountInteger
Default: 2 Range: 2–16

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

  • Wire a gradient into Composite as a blend mask for smooth transitions between two images.
  • Angular gradients create color wheel effects, useful for hue reference images.
  • Use OKLCh interpolation with Hue Path set to Longer to design rainbow gradients that stay vivid through the midpoint.
  • Pick Kubelka-Munk when you want gradient transitions that mix like real paint pigments rather than light.
  • Each stop in the gradient editor has its own Pick Color button, so you can sample a color from anywhere on screen (not just the canvas) straight into a stop.