Gradient Type
Chooses Linear, Reflect, Square, Cross or Radial geometry.
Choose the geometry before fine-tuning scale and offset because the same ramp behaves differently in each mode.
Procedural color and alpha gradient
Generates linear, reflected, square, cross or radial gradients for backgrounds, masks, blend maps and motion-graphics control passes.
Gradient is a procedural Fusion generator that creates smooth color and alpha transitions without an image source. Its color stops, interpolation space, scale, offset and repeat mode make it useful both visually and as a technical control map.
Overview
Gradient can be used as a visible background or as data. A simple two-stop ramp can drive a title background, while a multistop ramp can become a mask, displacement map, opacity map or animated light sweep.
The Gradient strip defines the color and alpha stops. Gradient Type decides how that one-dimensional ramp is distributed across the frame, and Interpolation Space changes how colors travel between stops.
For motion graphics, Offset, Scale and the stop positions are especially useful animation controls. Repeat and Ping-Pong can turn one ramp into bands or seamless repeating structures.
Think of Gradient as a programmable ruler of color and alpha values that Fusion lays across the frame as a line, reflection, square, cross or radius.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
Optional mask that limits where the node affects the image.
The processed result from this node.
Inspector
Start with these controls before reaching for more complicated workarounds.
Chooses Linear, Reflect, Square, Cross or Radial geometry.
Choose the geometry before fine-tuning scale and offset because the same ramp behaves differently in each mode.
Uses Linear for gradient type.
Uses Reflect for gradient type.
Uses Square for gradient type.
Uses Cross for gradient type.
Uses Radial for gradient type.
Edits the color and alpha stops along the ramp.
Add multiple stops for complex palettes, transparent edges or technical multi-value maps.
Sets the exact normalized position of the selected gradient stop.
Sets the color.
Adjusts the red channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the green channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the blue channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the alpha channel.
Use channel-specific controls when the operation should not affect all components equally.
Defines how colors interpolate between stops.
RGB is predictable for technical ramps; HLS, HSV or LAB can produce different hue and lightness transitions.
Sets Interpolation Space to RGB.
Sets Interpolation Space to HLS.
Sets Interpolation Space to HSV.
Sets Interpolation Space to LAB.
Stretches or compresses the gradient footprint.
Moves the gradient through its geometry.
Animate Offset for moving light sweeps or procedural reveals.
Controls Once, Repeat or Ping-Pong behavior beyond the base ramp.
Sets repeat to Once.
Sets repeat to Repeat.
Sets repeat to Ping-Pong.
Raises sampling quality for fine or heavily transformed gradients.
Assigns the Material ID written to the render passes.
Material IDs can be used later to isolate surfaces in compositing.
Practical setup
Choose the gradient geometry.
Create the required color and alpha stops.
Set Scale and Offset for placement.
Choose interpolation and repeat behavior.
Use the result directly or feed it into a mask, displacement or color-control branch.
Examples
Move a bright narrow ramp across a title or plate.
Use a grayscale ramp as a controlled displacement source.
Troubleshooting
Production notes
Related nodes