Gaea Documentation

Gaea Documentation

Node Reference


Tint

Colorize › Color
Shortcode ti
QuickColor quickly maps a 2-color gradient to any mask. Useful for simple scenarios where CLUTer would be overkill.

Tint converts a heightmap or mask into a color texture by blending between two colors across the input range. Dark values map toward the start color, bright values map toward the end color. This is essentially a two-color lookup table (CLUT) applied to a scalar map.

Tint is useful for quick colorization, visualization of masks, and generating simple gradients for export or downstream blending.

When to Use It

Use Tint when you need converts a heightmap or mask into a color texture by blending between two colors across the input range.

How it works

  • Input values are interpreted as a gradient position from black to white.
  • The output color is interpolated between the chosen start and end colors.
  • Optional hue, saturation, and lightness shifts apply a global adjustment to the gradient colors.
  • Optional processing can enhance or rebalance the input range before mapping, which changes how much of the gradient is used and where transitions land.

Common uses

  • Colorizing a mask to make it easier to read while authoring a graph.
  • Creating quick biome gradients, altitude tints, or stylized ramp maps.
  • Generating a simple "material ID" or region visualization for review.
  • Producing a lightweight color overlay that can be mixed with more detailed textures later.

Practical tips

  • Normalize the input if you need predictable mapping. If the input only occupies a narrow range, most of the output will sit near one color unless you remap or use enhancement.
  • Use reverse when you want to flip the interpretation without rewriting upstream logic, for example, when a mask is inverted relative to your intended tint.
  • Autolevel is a good default for unknown inputs. It maximizes gradient usage quickly, but it also changes absolute meaning, so avoid it for calibrated masks.
  • Equalize can reveal structure in subtle masks by redistributing values, but it may produce "busier" transitions than expected. Use it when detail visibility matters more than strict thresholds.
  • Hue, saturation, and lightness are best treated as finishing controls. Set start/end first, then do small global shifts to tune the palette.

Properties

Tint
StartSpecifies the starting color of the gradient, mapped to the darkest (black) areas of the input map.
EndSpecifies the ending color of the gradient, mapped to the brightest (white) areas of the input map.
HueAdjusts the hue of the gradient colors, allowing for global color shifts across the entire gradient.
SaturationControls the intensity or vividness of the gradient colors. Higher values produce more vibrant colors, while lower values result in muted tones.
LightnessSets the overall brightness of the gradient colors, making the output lighter or darker.
ProcessingApplies additional enhancement to the gradient's tonal range or contrast before tinting.
EnhanceApplies additional enhancement to the gradient's tonal range or contrast before tinting.
NoneNo enhancement is applied; the gradient is mapped directly from the input. AutolevelAutomatically adjusts the levels to maximize the full tonal range, improving contrast in the gradient mapping. EqualizeEqualizes the histogram, distributing intensity values more evenly for a balanced gradient effect.
ReverseInverts the gradient mapping, swapping the start and end colors so that black maps to the end color and white maps to the start color.

Created by QuadSpinner QuadSpinner using AngryMonkey
Copyright © 2016-2026 QuadSpinner. All rights reserved.
Documentation is provided under the MIT License.