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Color & Image ProcessingIntermediateKrokodove · Resolve 21

ColorMap

Palette mapping and procedural color placement

Maps image regions to configurable colors and can position, randomize and overlay mapped elements for stylized graphic treatments.

This tool belongs to the Krokodove set integrated into DaVinci Resolve 21 and Fusion Studio 21. See the complete Krokodove node list and the comparison with native Fusion tools.
ColorMap
DaVinci Resolve · Fusion

ColorMap combines palette assignment with placement controls. It can classify input values or colors, assign output swatches and then manipulate how mapped elements are positioned or overlaid.

Overview

What ColorMap does

ColorMap combines palette assignment with placement controls. It can classify input values or colors, assign output swatches and then manipulate how mapped elements are positioned or overlaid.

Mental model

Break the source into categories, assign a color or graphic behavior to each category, then control how the mapped result is placed.

Common uses

Build posterized palette looks
Create map-style visualizations
Generate randomized graphic mosaics
Overlay classified regions
Colorize procedural inputs

Flow anatomy

Inputs & outputs

The port structure shows how this node fits into a Fusion graph.

Input

Source image for the operation.

External Map

Optional mask that limits the operation to selected areas.

Effect Mask

Optional mask that limits the operation to selected areas.

ColorMap
Fusion node

Output

The processed result from this node.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Pre-Divide / Post-Multiply

Protects premultiplied edges.

Map Type

Chooses the mapping strategy.

Map Aspect

Adjusts the aspect ratio without changing the main scale control.

Output Type

Defines the kind of result generated.

Mode

Selects the mode used by ColorMap.

Tolerance

Sets how closely a pixel must match the sampled color before it is included.

Other Pixels

Defines behavior for pixels that do not match configured map entries.

Number of colors

Sets the palette size.

Color 1 / Color 2 / Color 3

Defines the three colors used by the generated ColorMap.

Red / Green / Blue / Alpha

Provides separate controls for the red, green, blue and alpha channels.

Size Absolute

Sets an absolute scale for the generated color map.

Size Relative

Sets the generated mapping pattern’s size relative to the image.

Size Multiplier

Multiplies the current color-map scale without changing its other size controls.

Size Minimum

Sets the lower limit for the color-map scale.

Aspect Maintain

Adjusts the aspect ratio without changing the main scale control.

Angle

Sets the angle of the element.

Random Seed

Changes deterministic randomization.

Randomize on Color

Generates a new random variation without changing the other settings.

Randomize on Position

Generates a new random variation without changing the other settings.

Random Offset X/Y

Sets the X/Y coordinates for Random Offset.

Random Angle

Controls randomized variation.

Random Scale

Controls randomized variation.

Do Overlay

Adds the optional overlay layer on top of the generated color map.

Overlay

Adjusts the strength of the overlay result.

Overlay Edge

Adjusts the width or emphasis of the overlay boundary.

Practical setup

A reliable workflow

  1. 1

    Choose the map/output mode.

  2. 2

    Set tolerance and unmatched-pixel behavior.

  3. 3

    Define the palette.

  4. 4

    Tune size/aspect/angle if mapped elements are generated.

  5. 5

    Add controlled randomization only after the base mapping is correct.

Typical node chain
Input
ColorMap
Output

Examples

Where this node fits in real work

Graphic palette map

Reduce a source into a limited stylized palette.

PlateColorMapOutput

Randomized mosaic

Map regions and randomize scale/angle for a graphic effect.

SourceColorMapMerge

Troubleshooting

Common mistakes

Adding randomization before the mapping is stable
Using too much tolerance and losing separation
Forgetting how unmatched pixels are handled

Production notes

Practical tips

Lock a useful Random Seed before final rendering.
Use a limited palette for cleaner graphic results.

Related nodes