Gradient

Brief Description

Similar to the Gradient Generator but generates replace the source color by a gradient where its alpha is non zero.

Controls

Parameter / Script Name Type Default Function
Enabled / enabled Boolean On
Red / process_red Boolean On Enable the red channel in output. Otherwise if there's a source the content of the main source is returned instead, else 0.
Green / process_green Boolean On Enable the green channel in output. Otherwise if there's a source the content of the main source is returned instead, else 0.
Blue / process_blue Boolean On Enable the blue channel in output. Otherwise if there's a source the content of the main source is returned instead, else 0.
Alpha / process_alpha Boolean On Enable the alpha channel in output. Otherwise if there's a source the content of the main source is returned instead, else 0.
Type / type Choice Linear Linear
Reflected
Radial
Angle
Diamond
Wrap Mode / wrap Choice Constant Constant
Repeat
Mirror
Position 1 / pos0 Float 2D 0, 0
Position 2 / pos1 Float 2D 0, 0
Center / center Float 2D 0, 0
Radius / radius Float 2D 100, 100
Focal Point / focal_point Float 2D 0, 0
Angle / angle Float 90
Max Angle / max_angle Float 359.999
Repetitions / num_repetitions Float 1
Offset / offset Float 0
Invert / invert Boolean Off
Bands / lut_size Float 256
Band Interpolation / band_interpolation Choice Linear Linear
Nearest
Gradient / gradient
Colorspace / input_colorspace Choice Project Display Space

Project Working Space: The color is assumed to be expressed in the project working space.

Project Display Space: The color is assumed to be expressed in the project display space.

Blend Mode / blend_mode Choice Replace

Add: Ac + Dc — Adds source to destination.

Color Dodge: if Ac < 1 → min(1, Bc / (1 - Ac)); else 1.

Lighten: max(Ac, Bc).

Linear Dodge: min(Ac + Bc, 1).

Screen: Ac + Bc - Ac * Bc.

Hard-light: multiply or screen based on Ac.

Hard Mix: vivid-light(Ac, Bc) threshold.

Linear Light: burn/dodge based on Ac.

Overlay: multiply or screen based on Bc.

Pin Light: removes mid‑tones.

Soft Light: multi‑branch formula using Ac and Bc.

Vivid Light: color burn/dodge.

Difference: abs(A − B).

Divide: Ac / Bc (if values > 0).

Exclusion: Ac + Bc - 2AcBc.

Minus: Ac - Bc.

Subtract: Bc - Ac.

Color: SetLum(Ac, Lum(Bc)).

Hue: SetLum(SetSat(Ac, Sat(Bc)), Lum(Bc)).

Luminosity: SetLum(Bc, Lum(Ac)).

Saturation: SetLum(SetSat(Bc, Sat(Ac)), Lum(Bc)).

Replace: Ac.

Destination Atop: Bca × Aa + Aca × (1 - Ba).

Destination Out: Ba * Bc * (1 - Aa).

Destination Over: Aa * (1 - Ba) + Bc.

Destination In: Bc * Aa.

Source Atop: Ac * Ba + Bc * (1 - Aa).

Source Out: Ac * (1 - Ba).

Normal: Ac + Bc * (1 - Aa).

Source In: Ac * Ba.

Xor: Ac * (1 - Ba) + Bc * (1 - Aa).

Average: (Ac + Bc) / 2.

Conjoint Over: logic based on Aa ≤ Ba.

Disjoint Over: logic based on Aa + Ba ≥ 1.

Geometric: 2AcBc / (Ac + Bc).

Grain Extract: Bc - Ac + 0.5.

Grain Merge: Bc + Ac - 0.5.

Hypot: sqrt(Ac² + Bc²).

Reflect: Aa² / (1 - Ba).

Color Burn: 1 - min(1, (1 - Bc) / Ac).

Darken: min(Ac, Bc).

Linear Burn: Bc + Ac - 1.

Multiply: Ac * Bc.

Multiply (Math): Ac * Bc (negative preserved).

Mask / mask Image -
Mix / mix_with_source Float 1 Dissolves between the original image at 0 and the image with the effect applied at 1.