Palette Remap
The variant generator. Remaps a source color to every color in a connected palette, producing one output per slot.






Palette Remap finds the pixels near a Source color and generates one variant per palette slot, with the source hue shifted to that slot’s color. Hue Tolerance sets how wide a hue range counts as the source, and pixels below Min Saturation are never touched. With Preserve Luminance on (the default), highlights and shadows survive the recolor.
An optional mask limits the remap: white areas are recolored and black areas keep their color, so you can recolor a character’s shirt without touching the rest of a multi-colored asset.
The output is a Batch pin carrying every variant. Everything downstream processes all variants at once, and Export Batch writes each as a separate named file.
Feed a batch into the image input and you get every frame combined with every slot (an M×N fan-out) on one Batch output. Each variant’s name joins its parent’s name, so {name} in Export Batch already gives every combination a unique name (such as tree_purple, rock_purple). A single image works the same way: hero.png gives hero_red, hero_teal, and so on.
Parameters
Section titled “Parameters”Pins
Color
Source color; each palette slot remaps to its hue
Matching
Angular range around the source hue that gets remapped. Wider = more colors affected
Pixels below this saturation are never remapped. Keeps gray, white, chrome, and black areas intact
Soft falloff at the edge of the hue range. 0 = hard edge, 1 = fully gradual.
Keep the original pixel brightness. Shading and highlights remain visible
Mask
How the connected color image is read as a mask
How the mask is sized when it doesn't match the image
Usage Tips
Section titled “Usage Tips”- Pick the most prominent, saturated color as the source for best results.
- Raise Min Saturation to protect neutral and gray areas.
- Wire a Palette From Image node to extract the palette from a reference image.