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Pseudo Color Node

By Kriss Norde

Pseudo Color remaps the luminance values of an image to colors generated by mathematical waveforms (Sine, Triangle, Sawtooth, Square). Ideal for thermal camera looks, scientific visualization, psychedelic stylization and animatable color cycling.

Overview

Pseudo Color does not generate an image - it transforms the colors of an input. For each RGBA channel, it applies an independent waveform that modulates the output value based on the input luminance.

The result: you can create radical color palettes that are impossible to get with a simple Color Corrector. By animating the Phase of a waveform, you get color cycling, where the colors scroll while the underlying pattern stays the same - the classic psychedelic effect of the 60s and 70s.

Where to find this node

  • Effects Library: Tools > Effect > Pseudo Color
  • Quick add: right-click in the Node Editor → Add Tool > Effect > Pseudo Color

How it works

For each pixel and each channel:

  1. Take the input luminance (0 to 1).
  2. Apply the chosen waveform (Sine, Triangle, etc.) with Frequency, Phase, Amplitude, Mean.
  3. Filter by High/Low (the effect range) with an optional Soft Edge.
  4. Write the resulting value to the output channel.

Each R, G, B, A channel has its own independent waveform → combining three waveforms slightly offset in phase produces complex palettes (rainbow, thermal, IR).

Inputs

  • Image Input (orange) - the 2D image to recolor.
  • Effect Mask (blue) - optional. Limits the remapping to an area.

Setup

Thermal camera look:
MediaIn → Desaturate → Pseudo Color (custom curve) → MediaOut

Color cycling animation:
MediaIn → Pseudo Color (animated Phase) → MediaOut

Controls tab (per channel)

The same parameters exist 4 times, one set per channel (Red / Green / Blue / Alpha):

Color Checkbox
Turns the effect on / off for this channel. Off = the channel passes through (original color).
Waveform
Sine (smooth, natural), Triangle (linear transitions), Sawtooth (a sharp break on each cycle), Square (only two values, posterize).
Frequency
Number of waveform cycles across the luminance range. High = the colors alternate quickly (multiple bands effect), low = one wide, soft transition.
Phase
Shifts the position of the waveform. Animating the Phase = color cycling: the pattern stays the same while the colors scroll.
Amplitude
Strength of the waveform. Low = subtle variations; high = saturated or clipped colors.
Mean
The average luminance around which the waveform oscillates. Shift it to make the image brighter or darker overall.
High / Low
Defines the affected luminance range. Lets you recolor only the shadows or the highlights.
Soft Edge
Softens the transition at the High/Low limits. Avoids hard bands between the recolored zone and the neutral zone.
Wrap
Values that go past the range wrap around (instead of clipping). Useful to keep color cycling that doesn't "max out".

The 4 waveforms in practice

Sine
Smooth, continuous curves. An organic, soft result. Ideal for aesthetic cycling or fluid transitions.
Triangle
Linear with peaks. More pronounced than Sine; it changes direction abruptly but without a discontinuity.
Sawtooth
Rises gradually, then drops sharply at the end of the cycle. Produces isolated color bands with a visible break - a topographic map or contour line look.
Square
Only two values. Extreme posterization: the image becomes binary in that channel. A retro, comic book, cel-shading look.

Use cases

  • Thermal camera / IR look - R sine phase 0, G sine phase 0.33, B sine phase 0.66 with different Frequencies = a red→yellow→green→blue thermal palette.
  • Scientific visualization - grayscale data (map, MRI) → Pseudo Color to reveal gradients that are invisible to the naked eye. Square mode to segment into distinct zones.
  • Psychedelic color cycling - animate the Phase from 0 to 1 over the length of the shot = scrolling colors. Combine 3 offset channels = a moving rainbow.
  • Topographic maps / contour lines - Sawtooth on a grayscale input (DEM or generated height) = color bands by altitude.
  • Glitch art - Square with a high Frequency + out-of-sync channels = a chaotic binary image, a 90s glitch aesthetic.
  • Stylized flames / sparks - Fast Noise → Pseudo Color → a red/orange/yellow palette = clean procedural flames.
  • Sci-fi / futuristic mood - limit High/Low to the highlights only = fluorescent neons in the bright parts, the rest untouched.

Tips

  • Desaturate first - Pseudo Color works on luminance. If the input image is still colored, the result mixes the original colors with the waveforms = chaos. Applying a Desaturate / B&W upstream gives you full control.
  • Offset the Phase between channels - for a true rainbow gradient, offset the 3 RGB channels by 0.33 each. Different offsets give unique palettes.
  • Frequency 1 for a continuous gradient, a high Frequency for multiple bands. Freq. 2-3 = a colorful "zebra" effect.
  • Soft Edge > 0 to hide the limits - when you use High/Low, a Soft Edge of 0 gives a visible hard edge. A Soft Edge of 0.1 smooths the transition.
  • Animate the Phase for a perfect loop: Phase 0 to 1 over the length of the shot = a full cycle that loops.
  • Add a Blur afterward - Pseudo Color can create sharp bands. A light Blur (Size 1-2) softens them without losing the effect.
  • For a restrained look, keep the Amplitude low and enable only 1-2 channels. Pseudo Color can quickly become overwhelming if you push every parameter to the max.