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:
- Take the input luminance (0 to 1).
- Apply the chosen waveform (Sine, Triangle, etc.) with Frequency, Phase, Amplitude, Mean.
- Filter by High/Low (the effect range) with an optional Soft Edge.
- 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.
