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Mesh Morpher documentation

Color

8 pages · exported 2026-09-06 · https://meshmorpher.com/docs/studio-and-graph/voxel/color

Studio and Graph › Voxel

Color

Colour fields and colour maths carried alongside the distance field.

Studio and Graph › Voxel › Color

Color Blend

Blends two colours by an Alpha. All four channels, so it is four Lerps in one node and they cannot drift out of step.

Color Blend node

The Color Blend node

When to use it

Blends two colours by an Alpha. All four channels, so it is four Lerps in one node and they cannot drift out of step.

Alpha here is the blend factor, not the alpha channel. The alpha channels have their own AA and BA pins and get blended along with the rest.

Good when the control is already a 0 to 1 mask. Height Gradient is the version that maps a raw range for you.

Pins

Pin Type Description
AR Number Red of colour A, what you get at Alpha 0.
AG Number Green of colour A.
AB Number Blue of colour A.
BR Number Red of colour B, what you get at Alpha 1.
BG Number Green of colour B.
BB Number Blue of colour B.
AA Number Alpha of colour A.
BA Number Alpha of colour B.
Alpha Number How far to mix, 0 for A and 1 for B. Nothing to do with the alpha channel, despite the name.
Pin Type Description
R Number Red of the mix.
G Number Green of the mix.
B Number Blue of the mix.
A Number Alpha of the mix.

Studio and Graph › Voxel › Color

Constant Color

One fixed colour, for the R/G/B/A inputs on Density to Mesh or a Paint node. The quickest way to give voxel output a solid colour without touching a material.

Constant Color node

The Constant Color node

When to use it

One fixed colour, for the R/G/B/A inputs on Density to Mesh or a Paint node. The quickest way to give voxel output a solid colour without touching a material.

When the colour should follow the shape, Height Gradient and Color Blend are the nodes that do that.

Pins

Pin Type Description
R Number Red.
G Number Green.
B Number Blue.
A Number Alpha.

Settings

Setting Type Description
Color Colour The colour.

Studio and Graph › Voxel › Color

HSV to RGB

Converts HSV back to RGB. Hue is in degrees from 0 to 360, saturation and value from 0 to 1.

HSV to RGB node

The HSV to RGB node

When to use it

Converts HSV back to RGB. Hue is in degrees from 0 to 360, saturation and value from 0 to 1.

The degrees are the trap. Feed a 0 to 1 hue in here, as though it were normalised, and you get one thin sliver of red instead of the spectrum you expected. Multiply by 360 first.

Values outside the range wrap, so a hue of 400 is a hue of 40.

Pins

Pin Type Description
H Number Hue, in degrees round the wheel. Go past 360 or below 0 and it wraps by itself.
S Number How strong the colour is, 0 to 1. Anything outside gets pulled back in.
V Number How bright it is, 0 to 1. Anything outside gets pulled back in.
AIn Number Alpha, 0 to 1. It comes out the far side untouched.
Pin Type Description
R Number Red, 0 to 1.
G Number Green, 0 to 1.
B Number Blue, 0 to 1.
A Number Alpha, exactly as it came in.

Studio and Graph › Voxel › Color

Height Gradient Color

Blends two colours by world height. Grass below, snow above, with no materials involved.

Height Gradient Color node

The Height Gradient Color node

When to use it

Blends two colours by world height. Grass below, snow above, with no materials involved.

Pins

Pin Type Description
LowR Number Red at the bottom of the range.
LowG Number Green at the bottom of the range.
LowB Number Blue at the bottom of the range.
LowA Number Alpha at the bottom of the range.
HighR Number Red at the top of the range.
HighG Number Green at the top of the range.
HighB Number Blue at the top of the range.
HighA Number Alpha at the top of the range.
LowHeight Number At or below this, you get the low colour with nothing mixed in.
HighHeight Number At or above this, you get the high colour with nothing mixed in.
Pin Type Description
R Number Red, mixed for this height.
G Number Green, mixed for this height.
B Number Blue, mixed for this height.
A Number Alpha, mixed for this height.

Studio and Graph › Voxel › Color

Hue Shift

Rotates the hue of an RGB colour and leaves saturation and value alone. Per-region biome variation from one base colour, without the round trip through HSV and back.

Hue Shift node

The Hue Shift node

When to use it

Rotates the hue of an RGB colour and leaves saturation and value alone. Per-region biome variation from one base colour, without the round trip through HSV and back.

Shift Degrees wraps at 360, so 370 and 10 give you the same colour.

When you need to change more than hue, the explicit RGB to HSV and HSV to RGB pair is the way.

Pins

Pin Type Description
R Number Red of the colour going in.
G Number Green of the colour going in.
B Number Blue of the colour going in.
AIn Number Alpha. It comes out the far side untouched.
ShiftDegrees Number How far round the colour wheel to spin, in degrees. It wraps, so 400 is the same as 40.
Pin Type Description
R Number Red after the spin.
G Number Green after the spin.
B Number Blue after the spin.
A Number Alpha, exactly as it came in.

Studio and Graph › Voxel › Color

RGB to HSV

Converts RGB to HSV so hue, saturation and value can be moved independently.

RGB to HSV node

The RGB to HSV node

When to use it

Converts RGB to HSV so hue, saturation and value can be moved independently.

That is the only sane way to build colour variation. Nudge R, G and B separately and you change brightness and hue together, and you end up chasing your own tail.

Pair it with HSV to RGB to convert back. Hue Shift is the shortcut when rotating hue is all you need. Alpha passes through untouched.

Pins

Pin Type Description
R Number Red, 0 to 1.
G Number Green, 0 to 1.
B Number Blue, 0 to 1.
AIn Number Alpha, 0 to 1. It comes out the far side untouched.
Pin Type Description
H Number Hue, in degrees round the wheel.
S Number How strong the colour is, 0 to 1.
V Number How bright it is, 0 to 1.
A Number Alpha, exactly as it came in.

Studio and Graph › Voxel › Color

Texture Sampler

Samples a 2D texture at the current world XY position with bilinear filtering. Hand-painted biome masks, splat maps, height ramps, anything easier to draw than to describe.

Texture Sampler node

The Texture Sampler node

When to use it

Samples a 2D texture at the current world XY position with bilinear filtering. Hand-painted biome masks, splat maps, height ramps, anything easier to draw than to describe.

Pins

Pin Type Description
Texture Texture The picture to read. It has to come from a Load Texture File node.
WorldSize Number How much ground the picture is stretched across, in world units.
CenterX Number Where the middle of the picture sits along X.
CenterY Number Where the middle of the picture sits along Y.
Pin Type Description
R Number Red of the pixel under this voxel.
G Number Green of the pixel under this voxel.
B Number Blue of the pixel under this voxel.
A Number Alpha of the pixel under this voxel.

Settings

Setting Type Description
Wrap True/False What happens past the edge of the picture. On, it tiles forever. Off, the edge pixels smear outwards in long streaks.