🟩 Position based changers
This family of nodes modifies content according to position. By default, the effect is applied along a horizontal axis (left to right), but you can rotate this axis to any angle. Each node also includes a radial mode, where the effect is driven by the angle of each point relative to the centre.
- Colour Changer by Position – applies a gradient across the chosen axis or around the radial angle.\ \&#xNAN;Example: Create a rainbow gradient sweeping across a line, or use radial mode on a circle to produce a colour wheel effect.
- Wave Shift by Position – applies a sine wave distortion, offsetting the content vertically (or perpendicular to the chosen axis).\ \&#xNAN;Example: Make a line ripple like water, or use radial mode to make a circle pulse outward from the centre.
- Noise Shift by Position – applies a simplex noise distortion, offsetting the content vertically (or perpendicular to the chosen axis).\ \&#xNAN;Example: see Wave Shift example, but with a more organic and random character, perfect for adding natural variation.
Colour change by position
This node applies colour changes across your content based on position. By default, the axis is horizontal (0°), but you can rotate it or switch into radial mode.
- wavelength – sets the size of the repeating colour cycle.
- Linear mode: at 100%, one full cycle spans the full width of the content.
- Radial mode: at 100%, one full cycle spans the full circle (360°). Values are percentages of the circle: e.g. 50% = half a circle (180°).
- offset – shifts the starting point of the colour cycle, as a percentage of the wavelength. You can modulate this (e.g. with a sawtooth oscillator) to cycle smoothly through colours.
- repeat – when enabled, the cycle repeats across the content. If disabled, the gradient is applied once only: everything before the start is the start colour, everything after the end is the end colour.
- pingpong – when enabled, each repeat alternates in direction, creating a mirrored effect. If Repeat is disabled, the gradient goes forward then back once. Note: in Pingpong mode the wavelength covers both the forward and return sweep.
- linear angle – rotates the axis of the effect. 0° = horizontal.
- radial – switches to radial mode, applying colours based on the angle from the centre.
- radial smooth loop – automatically adjusts the wavelength so it divides evenly into 100% of the circle, preventing a visible seam where the cycle wraps.
- legacy mode – switches back to the older start/end HSB sliders. Leave this off to use the newer gradient editor.
Colour Modes
These determine which aspects of the colour adjustments are applied to the content. See also: Colour Settings And Hsb.
- hue mode
- OFF – hue is unchanged.
- FIXED – hue is forced to a fixed value.
- SHIFTED – hue is offset by the specified amount (different coloured elements remain distinct, but are shifted around the colour wheel together).
- saturation mode
- OFF – saturation is unchanged.
- FIXED – saturation is set to the specified value.
- brightness mode
- OFF – brightness is unchanged.
- FIXED – brightness is set to the specified value.
- MULTIPLY – brightness is scaled by the specified value. This preserves dynamics (e.g. flashing elements still flash, but within the limited brightness range).
Gradient editor
Uses the same gradient editor as Colour Changer, but it maps the gradient across the content by position.
- Click the gradient bar to add a colour stop.
- Left-click a stop to select it, then drag it sideways to move it.
- Drag a selected stop down away from the bar, or press Delete/Backspace, to remove it. A gradient always keeps at least two stops.
- Right-click a stop to edit it with the colour picker.
- Use Position, Hue, Saturation and Brightness to edit the selected stop precisely.
- interpolation chooses how colours are blended between stops:
- HSB – blends hue, saturation and brightness. This is best for smooth rainbow-style movement around the colour wheel.
- RGB – blends red, green and blue values directly. This often feels more like a screen or lighting console colour fade.
- NONE – jumps from one stop to the next with no blend.
- hue direction is available in HSB interpolation:
- AUTO – takes the shortest route around the hue wheel.
- FORWARDS – always travels forwards through hue values.
- BACKWARDS – always travels backwards through hue values.
- blend – mixes the colour change with the original colours. At 100%, the effect fully replaces the original colours.
Legacy start / end values
If legacy mode is on, the gradient editor is replaced with the older controls:
- start hue / end hue – hue at the beginning and end of the range.
- start saturation / end saturation – saturation at the beginning and end of the range.
- start brightness / end brightness – brightness at the beginning and end of the range.
Example 1: Sliding Rainbow Gradient
Starting with default settings :
- Leave the node in Linear mode (0° angle = horizontal).
- Leave wavelength at 100% (spans the full width, and should be the default).
- Leave the default gradient in place.
- Enable repeat.
- Add a Sawtooth Oscillator to the offset setting that goes from 0% to 100%.
Example 2: Black–White–Black Gradient (Pingpong)
Starting with default settings :
- Leave the node in Linear mode (0° angle = horizontal).
- Leave wavelength at 100% (spans the full width, and should be the default).
- Turn repeat off.
- Set the first gradient stop to black.
- Set the final gradient stop to white.
- Set hue mode OFF.
- Set saturation mode FIXED if you want to force the result to greyscale.
- Set brightness mode FIXED.
- Enable pingpong.
Result: the gradient fades from black to white, then back to black across the width.\ Note that if you want the content to keep its hue and saturation, turn OFF Saturation mode. \
Example 3: Rotating Rainbow Wheel (Radial)
- Enable radial mode.
- Set wavelength to 100% (a full 360° sweep).
- Turn repeat on.
- Add a Sawtooth Oscillator to the offset setting that goes from 0% to 100%.
Result: a seamless colour wheel that continuously rotates around the circle.
Wave shift by position
This node applies a wave distortion across your content, shifting points perpendicular to the chosen axis (or radially from the centre).
- Wavelength – sets the length of the wave cycle.
- Linear mode: at 100%, one full cycle spans the full width of the content.
- Radial mode: at 100%, one full cycle spans the full 360°. (Values are percentages of the circle: 50% = half a turn, 25% = quarter turn, etc.)
- Size – controls the amplitude of the wave (how far the content is displaced).
- Offset – shifts the wave along the axis (or around the circle in radial mode). This is a percentage of the wavelength, so you can animate it with an Oscillator Node to make the wave travel.
- Radial – switches from linear to radial mode, so displacement is based on the angle from the centre.
- Radial Smooth Loop – adjusts the wavelength so it divides evenly into 100% of the circle, preventing visible seams at the wrap.
- Triangle – changes the waveform shape from sine to triangle.
- Absolute – takes the absolute value of the wave, creating only upward displacements (folding the negative side over the positive).
- Angle – rotates the axis of the wave. 0° = horizontal.
Noise shift by position
This node distorts content using a noise field (like turbulence), shifting points perpendicular to the chosen axis (or radially from the centre). Compared to Wave Shift, the result is more organic and random.
- Detail – controls how fine the noise is. Higher values = sharper, more detailed variation. Lower values = smoother variation.
- Wavelength – sets the scale of the noise pattern.
- Linear mode: at 100%, one full cycle of noise spans the width of the content.
- Radial mode: at 100%, one full cycle spans the full 360°.
- Size – controls the displacement amount (amplitude of the noise distortion).
- Offset – shifts the noise pattern along the axis (or around the circle). This is a percentage of the wavelength, so you can animate it with an Oscillator Node to make the noise “flow.”
- Depth Offset – moves through the 3D noise field, creating variation over time. This is especially effective when animated with an Oscillator Node.
- Depth Detail – controls how detailed the variation is across the depth dimension.
- Absolute – takes the absolute value of the noise, folding negative values into positives (producing only one-sided displacement).
- Angle – rotates the axis of the noise in linear mode. 0° = horizontal.
- Radial – switches from linear to radial mode, so displacement is based on angle from the centre.
- Radial Smooth Loop – adjusts wavelength so it divides evenly into 100% of the circle, preventing visible seams in radial mode.