Pad
Adds border padding around an image, either by pixel amount or to an exact canvas size.
Pad expands the canvas around your image without scaling it.
- Add Padding adds pixels to each side (Uniform, on by default, locks all four to one value).
- Absolute Size sets the final canvas size, never smaller than the source, and places the source with the Anchor grid.
With Size Ref connected, the reference image sets the output size, the padding sliders are disabled, and the anchor grid places the source.
Texture sets
Section titled “Texture sets”Pad places every map of a texture set at the same spot in the larger canvas; the Normal is unchanged. Fill Color reaches Base Color and Emissive only. Every other map takes its own neutral value in the margin and the set’s Opacity there is zero, so a padded set is still a stamp with a real cutout, not a filled rectangle. Mask Fill is not used over a set.
Parameters
Section titled “Parameters”Pins
Padding
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 in pixels
Output canvas height in pixels
Where the source image is placed within the output canvas. Rendered as a 3x3 grid widget
Color
Fill color for padded image regions
Fill value for padded regions when the input is a mask.
Not used over a texture set.
Usage Tips
Section titled “Usage Tips”- Use Pad before Export Batch so every frame has the same dimensions.
- The default fill is fully transparent, standard for game sprites. Give it alpha for a solid border.
- Absolute Size with the Center anchor places icons on a standard canvas.
- Turn off Uniform for different padding on each side, such as extra space at the bottom for a label.
- On a single-channel input, Mask Fill decides whether the margin is excluded (Black) or included (White).