Filters that are signified by them mapping the input image.
Tiles the input image, using its own layer as output.
Uses the input image as a height-map to output a 3d something, using the phong-lambert shading model. Useful for checking one’s height maps during game texturing. Checking the Normal Map box will make it use all channels and interpret them as a normal map.
Adds little corners to the input image.
This filter takes the input pixels, puts them into a 3d vector, and then normalizes (makes the vector size exactly 1) the values. This is helpful for normal maps and some minor image-editing functions.
Maps the lightness of the input to the selected gradient. Useful for fancy artistic effects.
In 3.x you could only select predefined gradients. In 4.0, you can select gradients and change them on the fly, as well as use the gradient map filter as a filter layer or filter brush.
Maps the color of the input to the nearest color in the selected palette. Useful for limiting color in pixel art and for artistic effects.
Optional dithering may be applied with the covered value range controlled by the spread value.
Lab: finds nearest colors in Lab colorspace
RGB: finds nearest colors in RGB colorspace
Dithering Threshold Modes¶
Pattern: uses the lightness or alpha value of the selected pattern to threshold the input color between palette colors
Noise: uses a randomly generated value per pixel to threshold the input color between palette colors
Dithering Color Modes¶
Per-Component Offset: independently offsets each color channel by the threshold amount, scaled by the offset scale value
Nearest Colors: finds the two nearest colors then applies the threshold amount to the relative distances of the two color to find the resulting color