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An RGBA color source that outputs the color as a vector.
The Color node holds a color and hands it to the node graph. Its most common job is tinting geometry: wire it into a Style node's Fill or Stroke input, and the geometry that flows through - including whatever a downstream Preview shows in the Modeling window - takes that color.
Double-click the node's swatch to open the full color picker. Every control is linked to the same color - move any one and the rest update to match.
- Hue-saturation wheel: click or drag the marker to set the color. Angle around the wheel is the hue; distance from the center is the saturation (center = grey, rim = fully saturated).
- Lightness slider (the vertical bar beside the wheel): dark at the bottom, light at the top. The wheel repaints to show that slice of lightness.
- Preview swatch: the large panel on the right shows the current color, including its transparency.
- H | S | L: Hue (0-360 degrees), Saturation (0-100%), Lightness (0-100%). Each has a slider and a number field you can type into.
- R | G | B: the Red, Green, and Blue channels (0-255) - the same color expressed as screen primaries.
- A: Alpha, the opacity from 0 (fully transparent) to 100% (fully opaque).
- Hex: the six-digit hex code. Read it off, or type one in to jump straight to a color.
- Done: closes the picker; the node keeps whatever color you left it on.
Category: Input | Add menu: Input > Color
- Color: the chosen color, carried as a vector (RGBA) other nodes can read.
Tip
A Color node only holds a color - the Style node is what applies it to geometry. Add a Style before you Realize and the color bakes into the model.
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