Pad
Adds border padding around an image, either by pixel amount or to an exact canvas size.
Pad expands the canvas around your image. In Add Padding mode, you specify how many pixels to add on each side. The Uniform checkbox (on by default) locks all four sides to a single value for quick equal padding. In Absolute Size mode, you set the final canvas size and choose where the source image sits using the anchor grid. Width and Height default to the input image dimensions and are clamped so you can’t set a size smaller than the source.
When a size_ref pin is connected, the output dimensions are determined by the reference image. The padding sliders are disabled and a 9-way anchor grid appears, letting you control where the source image is placed within the padded output (top-left, center, bottom-right, etc.).
This is essential for creating consistent sizing across multiple assets, especially before batch export.
Parameters
Section titled “Parameters”Pins
Padding
Add Padding: fixed pixel amounts around the source. Absolute Size
Lock all four sides to the same value
Padding to the left of the source image
Padding to the right of the source image
Padding above the source image
Padding below the source image
Output canvas width
Output canvas height
Where the source image is placed within the output canvas. Rendered as a 3x3 grid widget
Color
Fill colorfor padded image regions
Fill value for padded regions when the input is a mask
Usage Tips
Section titled “Usage Tips”- Use Pad before Export Batch to ensure all frames have the same dimensions.
- Set the fill color alpha to 0 for transparent padding, which is standard for game sprites.
- Absolute Size mode with a centered anchor is great for placing icons on a standard canvas.
- Connect a size_ref input to match another image’s dimensions automatically, then use the anchor grid to control placement.
- Turn off Uniform when you need different padding on each side (e.g., extra space at the bottom for a label).
- Use the Mask Fill parameter (Black/White) to control what value fills padded regions when the input is a mask.