Skip to content

Posterize

Reduces the picture to a few flat tones, like a screen print or a poster. Bold at 2–4 tones, subtle from 8 on.

Group: Color & Tone · How to add an effect

The dancer on a dark stage, original left and posterized right: the hazy stage drops to black, the warm light pool on the left becomes a few flat rings of brown and cream, the floor breaks into dark brown patches and the blue light beam into flat blue bands, while her dress keeps its cream colour in a few flat tones
Left: original. Right: Levels 4, Softness 0.35, Brightness Only on (the Screen Print preset).

Use it for: a graphic, screen-printed look · pop-art colours · a base for a comic or stencil style.

  • Levels – how many tones: 2–4 is bold and graphic, 8 and more subtle.
  • Softness – rounds the edges between the tones.
  • Brightness Only – keeps every colour and steps only its brightness.

Tip: on moving footage keep a little Softness (0.2–0.4). Noise in the picture then no longer flips pixels from one tone to the next, so the edges between the tones stop flickering.

The dancer on stage four times, each with one preset: Stencil top left, where only her dress and the stage light stand out of black; Screen Print top right with the light pool, the floor and the blue beam in a few flat tones; Pop Art bottom left, where her dress and skin burn in yellow, orange and red; Banded Light bottom right, where the haze around the lights turns into rings of brown and blue

The four presets on the dancer.

Pick one in the Preset row of the effect card. It sets all three controls in one undo step, and the row then shows its name until you change a value. A keyframed control keeps its keyframes, and the card says so.

Stencil – two tones (Levels 2, Softness 0.1): everything darker than half drops to black, the light parts keep their colour at full strength. A figure in a spotlight becomes a cut-out, like a spray stencil on a wall.

Screen Print – four flat inks with rounded edges (Levels 4, Softness 0.35). The classic poster look: faces and costumes stay readable, the background calms down into a few patches.

Pop Art – each colour channel on its own in two steps (Levels 2, Softness 0.1, Brightness Only off): only eight loud colours are left, from yellow and red to cyan and magenta. Skin turns orange and red, a blue sky turns cyan. Strong for a few seconds, on a beat or a cue.

Banded Light – eight hard steps of brightness (Levels 8, Softness 0). Soft light, haze and gradients turn into rings, like the lines of a relief map, while the figure stays almost natural. Beautiful with smoke on stage.

Properties, Effects with a Posterize card: the Preset menu showing Screen Print, Levels at 4, Softness at 0.35 and Brightness Only switched on, beside a strip of the preview with the posterized dancer

Posterize with the Screen Print preset. 1 — Preset: pick a starting point. 2 — Levels: how many tones. 3 — Softness: rounds the steps. 4 — Brightness Only: keeps the colours.

Preset – one of the four starting points above; it sets all three controls.

Levels 2, 3, 4, 6, 10 and 16, about 0.8 s each (Brightness Only on).

Levels – how many tones are left, from black to full. 2 is a hard two-tone stencil, 3–4 a bold poster, 6 (the default) still clearly graphic, 8–12 turns soft light and haze into visible bands, and from about 16 only gradients still show steps. Darker parts fall to black first, because the lowest step is always black. Use whole numbers: a fraction makes the top step narrower than the others, and the card says so. 2 to 32, default 6. A driving node (LFO, Math) or the AI agent’s effect update may send less than 2; the picture then uses 2 and the card says so.

The dancer leaping in front of the green screen at Levels 4 on both sides: left with Softness 0, where the soft fall-off of the light breaks into flat green rings with hard, ragged, noisy borders, right with Softness 0.5, where the same rings stay but melt into each other with smooth edges
Left: Softness 0. Right: Softness 0.5. Both Levels 4, Brightness Only on.

Softness – rounds the jump from one tone to the next into a short, smooth ramp. At 0 the edges are hard, and where the picture is noisy they break up into ragged, flickering borders. 0.2–0.4 keeps the flat tones but smooths their edges; around 0.5 the tones start to flow into each other, and at 1 the steps are fully rounded, a gentle banding over a smooth picture. It counts in steps, so it looks the same at every Levels. 0 to 1, default 0. A value below 0 is used as 0; a driving node (LFO, Math) or the AI agent’s effect update may send more than 1, which is used as 1 (a wider ramp would overlap the next one and draw new hard edges in the middle of a tone). The card says so in both cases.

The harbour town posterized at Levels 4 on both sides: left with Brightness Only off, where the sky breaks into bands of blue and lavender, the clouds turn lilac and the sea gets turquoise and violet patches, right with Brightness Only on, where the sky stays blue, the clouds white and every house keeps its own colour in a few flat tones
Left: Brightness Only off. Right: Brightness Only on. Both Levels 4, Softness 0.2.

Brightness Only – on, it steps only the brightness and keeps every colour as it is: a blue sky stays blue, skin keeps its tone, and only how light it is falls into steps. Turn it off for pop-art colours: then red, green and blue are each stepped on their own, so light greys can tint lavender or green and coloured fringes appear where the channels cross a step at different places. A switch: on or off, default on. A Posterize saved before the switch existed keeps its per-channel look (off).

The Posterize graph: Input Frame and Split RGB + Alpha feed Step Input; Hard Steps, Soft Steps and Spread to 0–1 follow in one row along the top, and Colour & Alpha below takes the Posterized RGB, the Brightness, the RGB and the Alpha and hands the image to Output; the Levels, Softness, Ramp Width and Brightness Only inputs show a plain dot, because the Parameters and Constants folders are left out

Posterize opened in the Nodes tab (the Parameters and Constants folders left out). 1 — Step Input: the colour, or only its brightness. 2 — Hard Steps: the plain staircase. 3 — Soft Steps: rounds the stairs. 4 — Spread to 0–1: the steps back as tones. 5 — Colour & Alpha: the colour back on.

Posterize works as a path of stages, one folder each: Step Input picks what gets stepped, Hard Steps cuts it into a staircase, Soft Steps rounds the stairs when Softness is on, Spread to 0–1 turns the steps back into tones, and Colour & Alpha puts the colour and the transparency back. A sixth folder, Parameters, makes the three controls safe and plugs into the ports that show a plain dot in the picture: Levels, Softness and Ramp Width, and Brightness Only. In the Nodes tab it sits at the top left, beside the Constants folder, with a cable to every stage; the picture leaves it out so the path reads as one line. Click a folder’s header to open it; the sections below show what is inside.

Inside the Parameters folder: the Brightness Only card, here true (a new Posterize starts on), feeds a Switch; the Levels card at 6 feeds a Maximum whose output is Levels, and the Softness card at 0 feeds a Clamp whose output is Ramp Width

Inside Parameters (the limits left out). 1 — Switch: Brightness Only as 0 or 1. 2 — Maximum: keeps Levels at 2 or more. 3 — Ramp Width: Softness, kept within one step.

Switch – turns the Brightness Only switch into a number: 1 when it is on, 0 when it is off. Two Mix cards further on use it to choose between the two ways of stepping.

Maximum – keeps Levels at 2 or more (its Minimum Levels card in Constants). With fewer than two tones there would be nothing to step between; the card reports a lower value.

Ramp Width – a Clamp: Softness, kept between 0.0001 (the Ramp Floor) and 1 (the Ramp Ceiling). The ramp divides by this width, so it must not be 0; at Softness 0 the ramp is switched off anyway (see Soft Steps). Above one step the ramps of two neighbouring edges would overlap, so the ceiling keeps each ramp one step wide at most.

Inside the Step Input folder: the RGB goes into Largest Component, Scalar to RGB turns its brightness into a grey, and a Mix chooses between the RGB and that grey by Brightness Only

Inside Step Input. 1 — Largest Component: the brightness of the colour. 2 — Mix: the colour or its brightness.

Largest Component – the brightest of the three channels: how far the colour is from black. A pure red and a white both count as 1, so stepping it never washes out a strong colour.

Mix – passes on either the colour itself (Brightness Only off) or that brightness as a grey (on). Everything after this folder steps what comes out here.

Inside the Hard Steps folder: the Step Input times Levels in Multiply, then Floor, whose output is the Hard Step

Inside Hard Steps. 1 — Multiply: stretches 0–1 over the steps. 2 — Floor: drops the fraction.

Multiply – multiplies each value by Levels, so 0 to 1 becomes 0 to 4 at Levels 4.

Floor – drops everything after the decimal point: 2.7 becomes 2. All values within one step get the same whole number, the Hard Step. This is the staircase itself.

Soft Steps rounds every stair edge into a short ramp. Its first part works out how far each value is from the nearest edge, the second turns that into a smooth curve.

The first part of the Soft Steps folder: the Scaled values minus Half go through Floor and a second Subtract; a third Subtract takes Half away again, Divide by the Ramp Width, Add Half and Clamp between Zero and One give the Ramp Position

Inside Soft Steps, the edge. 1 — Floor: the step below the edge. 2 — Divide: the distance in ramp widths. 3 — Clamp: 0 to 1 across the ramp.

Floor – the stretched value moved back by half a step, without its fraction: the Lower Step, the step just below the nearest edge. The Subtract cards around it only shift by half a step and back, so that the result counts from the edge: 0 right on the edge, −0.5 and 0.5 in the middles of the two steps beside it.

Divide – divides that distance by the Ramp Width: at Softness 0.35 the ramp is 0.35 of a step wide, and the distance now counts in ramp widths.

Clamp – after adding Half back, keeps the result between 0 and 1: the Ramp Position, 0 just before the ramp, 1 just after it, and in between on the ramp itself.

The second part of the Soft Steps folder: the Ramp Position goes through Multiply, Subtract and Multiply cards with Two and Three into the Soft Ramp; Add puts it on the Lower Step; Greater Than and Switch check whether Softness is above 0, and Mix chooses between the Hard Step and the Soft Steps

Inside Soft Steps, the ramp. 1 — Multiply: the smooth S-curve. 2 — Add: the rounded staircase. 3 — Switch: is Softness on. 4 — Mix: hard or soft steps.

Multiply – the last of three Multiply cards that bend the Ramp Position into a smooth S-curve, t × t × (3 − 2 t), the Soft Ramp: it starts and ends flat, so the step has no visible corner.

Add – puts the curve on top of the Lower Step: the staircase with rounded edges, the Soft Steps.

Switch – 1 when Softness is above 0, else 0 (Greater Than asks the question).

Mix – takes the Hard Step at Softness 0 and the Soft Steps above it. So Softness 0 is exactly the plain staircase, without any rounding.

Inside the Spread to 0–1 folder: Levels minus One in Subtract, the Steps divided by it in Divide, and a Clamp between Zero and One whose output is the Posterized RGB

Inside Spread to 0–1. 1 — Subtract: Levels minus one. 2 — Clamp: keeps the tones within 0 to 1.

Subtract – Levels minus 1: at Levels 4 there are four tones but only three gaps between them. Divide then divides the steps by it, so the tones are 0, ⅓, ⅔ and 1: the darkest is black, the lightest full.

Clamp – keeps the result between 0 and 1. A pure white would otherwise land one step above full; this gives the Posterized RGB.

Remix: drag a cable from the folder’s Levels input into the Scalar input of Divide, in place of Subtract’s. The steps are then divided by 4 instead of 3, so the brightest tone sits a little below white (at Levels 4 at 75 %), for a softer, printed look.

Inside the Colour and Alpha folder: Largest Component of the Posterized RGB divided by the Brightness (kept above a tiny floor by Maximum) gives the Brightness Gain; Multiply scales the RGB by it, Clamp keeps it within 0 to 1, Mix chooses between the Posterized RGB and this Kept Colour by Brightness Only, and Combine RGB + Alpha joins the result with the Alpha

Inside Colour & Alpha. 1 — Divide: how much lighter or darker. 2 — Multiply: scales the colour. 3 — Mix: stepped channels or kept colour. 4 — Combine RGB + Alpha: the transparency back on.

Divide – the stepped brightness divided by the original brightness: the Brightness Gain. 0.5 means this pixel should be half as bright. Maximum keeps the original brightness above a tiny floor, so a black pixel never divides by zero.

Multiply – multiplies the original colour by that gain. All three channels change by the same factor, so the hue and the strength of the colour stay; Clamp keeps the result within 0 to 1.

Mix – with Brightness Only off it passes the stepped channels (Posterized RGB), with it on this kept colour.

Combine RGB + Alpha – joins the result with the original transparency, untouched.

  • Formula. Each value v becomes floor(v · L) / (L − 1), limited to 0–1, with L = Levels (at least 2). With Brightness Only the value is the largest channel m, and the colour is multiplied by posterize(m) / m. Softness s replaces each jump with a smoothstep ramp min(s, 1) steps wide, centred on the edge; Softness 0 without Brightness Only is exactly the earlier staircase.
  • Limits. Levels below 2 renders as 2, negative Softness as 0 and Softness above 1 as 1 (wider ramps would overlap and jump in the middle of a tone; graphs saved before 2026-10-22 get the same limit when they load, which changes only Softness above 1); a fractional Levels makes the top step narrower. The card and the tool result say so.
  • Transparency. Only the colour is stepped; the transparency passes through untouched.
  • Saved projects. Brightness Only defaults to on. Saved effects and Look entries without the value render it off (its legacy default), so a saved Posterize keeps stepping each channel. Softness above 1 renders as 1 and is reported; graphs saved on 2026-10-21 and 22 with the unlimited ramp are capped to one step on load. Untouched earlier Posterize graphs become the current recipe; edited ones stay as saved. A saved graph that already has its folders keeps them (an older one: one Color Processing folder); a newly added Posterize opens with the stage folders above.
  • What all colour effects share (8-bit range, adjustment layers): Color & Tone. Formulas and history: Effect system; blocks: Node Catalog · Styles and presets.