Documentation
Filters processing.levels
The Levels node on the VFX Loom graph canvas.
Fig. 1 The Levels node in its resting, collapsed state on the VFX Loom graph canvas.

Overview

Remaps tonal range: input range, gamma, output range.

Pointwise levels processor. A collapsed input range behaves as a hard threshold; Channels controls whether RGB, alpha, or both are remapped.

Category
Filters
Internal ID
processing.levels
Version
VFX Loom 1.0

Inputs

InputTypeRequiredDefaultMeaning
in Image Required See the overview for the node's documented behavior.

Properties

PropertyTypeDefaultAnimatableRange / optionsEffect
In Low Scalar 0 Yes Hard 0..1 Raises the lower bound of the source window; values below it are remapped toward the output floor.
In High Scalar 1 Yes Hard 0..1 Lowers the upper bound of the source window; values above it are remapped toward the output ceiling.
Gamma Scalar 1 Yes Hard .1..5 Changes the response between the input bounds without moving those bounds.
Out Low Scalar 0 Yes Hard 0..1 Sets the output value assigned to the lower end of the input window.
Out High Scalar 1 Yes Hard 0..1 Sets the output value assigned to the upper end of the input window.
Invert Bool false Not declared Reverses the remapped response.
Channels Enum RGBA Not declared RGB + Alpha · RGB only · Alpha only Selects whether RGB and alpha, RGB only, or alpha only is remapped.

Outputs

OutputTypeMeaning
out Image The production node output described by the overview.

Usage

In practice

  • Use Levels before Colorize or Gradient Map to decide which part of a scalar image occupies the useful visual range.
  • In Low and In High set the source window; Gamma changes the response inside that window; Out Low and Out High remap the result into a new output range.
  • Use Channels when alpha must remain untouched or when alpha alone is the control field. A collapsed input range behaves as a hard threshold.

Worked example: Noise → Levels → Colorize

Levels turns a broad or low-contrast procedural field into a deliberate mask before colour is applied.

  1. Connect a grayscale source such as Noise to In and lower In High or raise In Low until the important features occupy the working range.
  2. Adjust Gamma to move the visual shoulder without changing the endpoints, then use Out Low and Out High if the result needs a specific floor or ceiling.
  3. Connect Levels to Colorize and choose whether the ramp or source alpha should define the final coverage.

Examples

These examples show Levels in supplied VFX Loom graph setups. Each graph link opens the corresponding node reference; the explanation below the media is specific to this node's role in that setup.

Noise → Levels → Blur

A compact grayscale texture chain: coordinates drive tileable noise, Levels tightens its tonal range, and Blur softens the result for a controllable field.

VFX Loom graph showing Coordinate connected to Noise, Levels, and Blur, with a grayscale noise preview.
Fig. 2The connected Coordinate → Noise → Levels → Blur setup and its grayscale preview.

How Levels contributes

Levels remaps the noise contrast before blur. Raising or lowering the input range changes which parts of the field remain prominent.

Animated Mapping → Noise → Levels → Mask → Blur

An animated procedural field meets a transformed capsule branch at Mask: Float Value controls Transform scale, while Animated Mapping drives Noise and Levels before the final Blur.

VFX Loom graph showing Float Value, Capsule / Beam Shape, Transform, Warp, Animated Mapping, Noise, Levels, Mask, and Blur, with a soft animated-form preview.
Fig. 3The capsule and animated-noise branches meeting at Mask before the final Blur stage.
Fig. 4The same graph running as a flipbook: Animated Mapping changes the noise field while the mask and blur respond.

How Levels contributes

Levels tightens the moving noise into a more useful mask signal before the branches converge.

Notes / limitations

  • Levels is pointwise: it remaps samples independently and does not blur or expand edges.
  • The production source does not declare numeric parameter steps; the hard ranges shown here are not suggested snapping increments.