Free download, no account required
Build once. Export everything. Wire 79 nodes into non-destructive pipelines that produce every color variant, every format, every asset, automatically. One graph replaces hours of repetitive manual work.
Free to use. No account needed for the editor. Native C++ desktop app for Windows, macOS, and Linux.
Built for: Game Artists · Pixel Artists · Illustrators · Concept Artists · Texture Artists · Designers · Anyone tired of repetitive exports
Who it’s for
Familiar territory. If you’ve used node-based tools in Houdini, Blender, Nuke, Substance, or Unreal, you already know the paradigm. ArcBrush applies it to 2D image production.
How it works
In ArcBrush, every operation is a node. Load an image. Apply a filter. Warp it. Mask an area. Remap colors. Export. Wire them together and the graph does the rest. Change one parameter and only the affected nodes re-evaluate. Nothing is ever baked. Everything stays live.
Typed connections ensure compatibility. Images, masks, palettes, and variants each have their own pin type, and the graph prevents invalid wiring automatically.
Every parameter stays live. Adjust blur radius, swap palettes, change AI prompts, even six months later. The graph re-evaluates only what changed.
Save your workflow as a .arcb file. Share it with your team. Open it on Windows, macOS, or Linux. It just works. Every parameter, every connection, every embedded asset, exactly where you left it.
Layer-based tools produce one output at a time. ArcBrush pipelines produce N outputs from one configuration. Toggle "Watch File" on your source images and the graph re-evaluates every time the file changes on disk. Edit in Photoshop and see the result in ArcBrush instantly.
The killer feature
Define a palette with 9 named colors. Wire it into Palette Remap. Connect Export Batch. Click export. Nine named PNG files appear in your folder, each one recolored while preserving every highlight, shadow, and gradient from the original. Change the palette, re-export. Done.
$ Output: potion_red.png potion_orange.png potion_yellow.png potion_green.png potion_sky_blue.png potion_blue.png potion_purple.png potion_magenta.png potion_pink.png
The remap shifts hue and saturation in perceptual color space. Highlights stay highlights. Shadows stay shadows. The recolor looks painted, not tinted.
Drop in palette files from Aseprite, Photoshop, GIMP, Krita, Illustrator, Affinity, or Inkscape. ArcBrush reads .gpl, .ase, .pal, and .aseprite files, including names and colors.
Export all variants as individual files or pack them into a single sprite sheet with a TexturePacker-compatible JSON manifest. Ready to drop into your game engine.
Each palette slot has a name. Export Batch uses that name in the filename. potion_red.png, potion_blue.png. Consistent, automatic, every time.
Don't have a palette? Feed any reference image into Palette From Image. It extracts the dominant colors automatically. Wire that into Palette Remap.
Adjust the source art. Every variant re-exports with the change. Adjust the palette. Every variant shifts. The graph is live.
AI integration
ArcBrush is a complete image editor without AI. Every filter, mask, warp, color tool, and export pipeline works without an account or internet connection. AI nodes are optional. They wire into the graph like any other node, receive your masks, edge maps, and images as structured inputs, and produce images as outputs. Use them when they help. Skip them entirely if you prefer. The graph is the product.
The most capable model in the lineup. Powered by Gemini, Nano Banana 2 accepts multiple input images simultaneously: reference photos, style examples, and masks in one call. Text-to-image, image editing, multi-image fusion, and guided generation.
Text-to-ImageImage EditingMulti-Image InputStyle Transfer
Highest fidelity generation and editing from Black Forest Labs. Premium quality for both text-to-image and image editing workflows.
Text-to-ImageImage EditingHighest fidelity
High-quality generation and editing. Great balance of quality and capability for production art and professional editing workflows.
Text-to-ImageImage EditingPro quality
Low cost, high speed. Perfect for exploring ideas before committing to a higher-quality generation. Ideal for rapid iteration.
Text-to-ImageFast iteration
Fast Edit
Fast, affordable image editing. Great for quick instruction-based edits and simple transformations at the lowest editing cost.
Image EditingFast iteration
Utility
Two models at the same cost: rembg (fast, reliable) and Bria RMBG 2.0 (higher quality on complex edges like hair and fur).
Background removalClean alpha
4x super-resolution powered by AuraSR. Two model versions: v1 for general use, v2 for photographs and non-AI images. Enable overlapping tiles for seamless results on large images.
4x upscaleSuper-resolution1 credit
“Just another node.” AI outputs wire into filters. Filter outputs wire into AI. Chain multiple AI calls. Branch into parallel paths. The graph doesn’t care what a node does internally — it just connects typed inputs to typed outputs.
ArcBrush is fully functional without AI. All 75 non-AI nodes, including every filter, transform, mask tool, warp, and export, work without an account, without signing in, without limits. AI generation is an optional add-on powered by credits. If you want to try AI, sign in with one click and get 10 free credits.
$10one-time
Best for trying AI features and occasional generation.
Most popular
$20one-time
For regular AI-assisted workflows.
$40one-time
For heavy AI use and production pipelines. Lowest per-credit cost.
At standard resolution (up to 1024x1024). Higher resolutions use more credits.
| Model | Credits | Starter | Plus | Pro |
|---|---|---|---|---|
| FLUX FastText to Image | 0.2 | 1,750 | 4,000 | 9,000 |
| FLUX.2 Turbo EditImage Edit | 0.5 | 700 | 1,600 | 3,600 |
| Remove BackgroundRemove BG | 1 | 350 | 800 | 1,800 |
| AI UpscaleUpscale | 1 | 350 | 800 | 1,800 |
| FLUX.2 ProText to Image / Edit | 2 | 175 | 400 | 900 |
| Nano Banana 2Text to Image / Edit | 5 | 70 | 160 | 360 |
| FLUX.2 MaxText to Image / Edit | 5 | 70 | 160 | 360 |
Credits never expireNo subscription10 free credits on signupUniversal across all models
Under the hood
ArcBrush is a C++20 desktop application for Windows, macOS, and Linux. OpenCV processes your images on the CPU and GPU. OpenGL renders your previews. Every operation runs natively on your hardware. AI nodes reach out to the cloud only when you tell them to.
Native binary compiled for Windows, macOS, and Linux. No runtime dependencies, no browser engine. Lightweight installer, fast startup.
14.9 MB Win · 22.1 MB Mac · 11.0 MB Linux
Image processing automatically offloads to your GPU when available. Larger images route to GPU for speed, with full CPU fallback on every operation.
Automatic GPU/CPU routing
Every per-pixel operation distributes across all your CPU cores automatically. Large images process in fractions of a second.
All cores · Adaptive threading
Only nodes downstream of a change re-evaluate. Fast nodes update instantly, heavy nodes wait for you to stop dragging. Nothing recomputes unnecessarily.
Incremental · Adaptive debounce
Five pin types (Image, Mask, Palette, Variants, Size Reference), each with strict connection rules. The graph prevents invalid wiring automatically.
5 types · Strict rules
.arcb files are human-readable JSON. Your work is auto-saved at regular intervals with crash recovery on next launch.
JSON · Portable · Crash recovery
Node library
From basic inputs to AI generation, from pixel-level color control to mesh warps and batch export, every operation in your workflow has a dedicated node. Each one is composable with every other.
Image In
Load PNG, JPEG, WebP, TGA, BMP from disk or clipboard
SVG Import
Vector import with resolution-independent rasterization
Canvas
Solid color starting point at any resolution
Gradient
Linear, radial, angular, diamond gradients with multi-stop colors and seven interpolation modes
Noise
Perlin, Simplex, Clouds, Voronoi, White noise with fBm and domain warp
Pattern
Checkerboard, stripes, dots, hexagons, brick
Shape
Circle, rectangle, polygon, star, ring with optional stroke and tile mode
Text
Render text with system fonts or custom .ttf/.otf files. Searchable font picker, weight/style selection, alignment, rotation, and interactive drag positioning
Arrange
Place up to 5 images side by side or stacked for comparisons and layouts
Corner Pin
Four-point perspective warp with optional background plate
Crop
Extract a region by pixel coordinates or percentage
Displace
Pixel displacement driven by a grayscale or red/green channel map
Mirror
Flip horizontal, vertical, or both
Mesh Warp
Interactive bicubic Bezier grid deformation. Drag control points to sculpt images freely
Offset
Shift the image horizontally or vertically with optional edge wrapping
Pad
Add border padding with color or extend modes
Polar Remap
Cartesian-to-polar and polar-to-Cartesian coordinate transform
Resize
Scale to exact dimensions or percentage with multiple algorithms
Rotate 90
Pixel-perfect 90°/180°/270° rotation with no interpolation
Smart Scale
Content-aware resize via seam carving. Shrinks images while preserving important content
Spherize
Barrel and pincushion lens distortion
Sprite Sheet
Pack palette variants into a single grid image for game engines or further processing
Tile
Grid-based image repeat with mirror mode, row/column offset, and size reference
Transform
Translate, rotate, scale with interpolation control and interactive manipulator
Trim
Auto-crop transparent or solid-color edges
Blur
Gaussian, box, median, motion, bilateral, edge-preserving, radial, and zoom blur
Composite
Layer blending with 18 modes (Multiply, Screen, Overlay, Soft Light, and more)
Denoise
Noise reduction preserving edges and detail
Drop Shadow
Configurable offset, blur, color, and opacity
Edge Detect
Canny edge extraction with adjustable thresholds, kernel size, and custom edge/background colors
Emboss
Directional emboss with angle and strength
Glow
Bloom/glow effect with threshold and radius control
High Pass
Isolate detail by subtracting a blurred copy. Per-channel or luminance modes for sharpening, frequency separation, and texture flattening
Inpaint
Content-aware fill using mask regions
Normal Map
Generate normal maps from height/grayscale images for 3D lighting
Outline
Inner, outer, or center stroke around non-transparent regions
Paint
Interactive freehand painting directly on images
Pixelate
Reduce to chunky pixels with configurable block size. Essential for pixel art
Seamless Blend
Mirror-fold and content-aware blend to make any image tileable
Sharpen
Unsharp Mask and edge-preserving Detail Enhance
Vignette
Edge darkening with shape, size, and falloff
Color Range
Select pixels by color similarity with eyedropper pick, tolerance, and softness controls
Magic Wand
Flood-fill contiguous color selection from seed points with tolerance and softness
Mask Apply
Apply a mask as the alpha channel of an image
Mask Boolean
Union, intersection, subtraction, XOR of two masks
Mask From Image
Extract masks from alpha, luminance, or any channel
Mask Paint
Freehand mask painting with brush tools
Mask Refine
Erode, dilate, feather, and threshold masks
Roto
Interactive bezier spline rotoscoping
Black and White
Convert to grayscale with per-hue channel sliders and film-style presets
Brightness/Contrast
Simple brightness and contrast with S-Curve or Linear modes
Channel Merge
Combine four single-channel images into one RGBA image, with per-channel fill defaults for any unconnected input
Channel Shuffle
Rearrange, swap, or fill RGBA channels
Channel Split
Split an RGBA image into four single-channel images (R, G, B, A) for independent downstream processing
Color Balance
Shadows/midtones/highlights color shifting
Color Overlay
Solid color overlay with 18 blend modes and adjustable opacity
Color Remap
Single-color hue/saturation shift preserving luminance
Curves
Bezier curve adjustment per channel
Dither
Floyd-Steinberg, ordered, and blue noise dithering for retro and print styles
Exposure
Adjust exposure in EV stops with offset and gamma. Works in linear light
Gradient Map
Map luminance range to a color gradient
HSB
Hue, saturation, brightness adjustment
Invert
Channel inversion (all, RGB only, or per-channel)
Levels
Input/output range with per-channel gamma control
Local Contrast
Clarity/local contrast enhancement
Palette
Define named color slots for variant generation
Palette From Gradient
Sample a palette from a gradient with seven interpolation modes. Edit colors via the gradient editor; slot names persist across swatch count changes
Palette From Image
Auto-extract dominant colors from any image
Palette Remap
Full palette-driven variant generation (N colors → N outputs)
Posterize
Reduce color levels for stylized flat-color look
Quantize
Reduce to N colors with optional dithering
Chroma Key
Green/blue screen removal with spill suppression
Luma Key
Extract matte from brightness values
AI Image Edit
Edit existing images with text instructions
AI Remove Background
One-click AI background removal to clean RGBA
AI Text to Image
Generate images from text prompts (4 quality tiers)
AI Upscale
4x super-resolution via AuraSR. Adds realistic detail beyond simple resize
Export Batch
Export all palette variants as named files or packed sprite sheets with JSON manifest
Export Image
Save single output as PNG, JPEG, BMP, WebP, TIFF, or TGA
79 nodes 5 pin types Type-safe
Features
Your work is saved automatically at regular intervals. Crash recovery restores your last state on relaunch. Never lose progress.
Mesh Warp (drag a Bezier grid), Roto (bezier spline masks), Corner Pin (perspective warp), Text (drag-position and rotate), Paint and Mask Paint (freehand brush). Draw and sculpt directly in the preview.
Five warp nodes: perspective (Corner Pin), freeform mesh (Mesh Warp), displacement maps (Displace), polar coordinates (Polar Remap), and lens distortion (Spherize).
System font browser with instant search, weight and style selection, custom .ttf/.otf loading. Position by dragging, rotate with the ring handle. Missing fonts flagged on file open.
Pixelate for chunky retro pixels. Outline for sprite borders. Dither (Floyd-Steinberg, ordered, blue noise) for stylized color reduction. Quantize to a limited palette. Export as sprite sheets.
Export Batch can pack all variants into a single sprite sheet PNG with a TexturePacker-compatible JSON manifest. Configurable columns, padding, background, and power-of-two dimensions.
Seamless Blend makes any image tileable. Normal Map generates 3D-ready lighting maps from grayscale. Noise generates seamless tileable output. Pattern produces geometric bases. Tile Preview shows any node tiled in a grid.
View individual Red, Green, Blue, or Alpha channels in the preview panel. Instantly see what's in each channel without exporting.
Live histogram overlay in the preview panel shows the tonal distribution of any node's output.
Backdrop boxes to organize complex graphs. Drag, resize, rename. Nodes automatically belong by spatial containment.
Attach text annotations to any node. Drop standalone sticky notes on the canvas for documentation and reminders.
Full undo stack for every operation: node creation, parameter changes, connections, group edits. Ctrl+Z / Ctrl+Y.
Bird's-eye view of your entire graph. Click to navigate. Toggle on/off.
Full-resolution preview with zoom, pan, pixel grid at high zoom, and color value readout. Lock to any node. Channel isolation and histogram overlay.
Double-click any node to lock its output to the preview panel, so you can inspect upstream nodes without losing your view. Double-click empty canvas to release.
Images display correctly on monitors with non-sRGB color profiles. ArcBrush reads your monitor's ICC profile and applies color correction automatically. What you see matches what you export.
Violet (default), Emerald, Ocean, Rose, Amber, and Graphite. Choose the UI tone that suits your eye.
Curved (default), rounded, straight, or right-angle wires with automatic node avoidance.
Nodes snap to a configurable grid when moved or created. Adjustable spacing from 8px to 64px. Enabled by default for clean, aligned layouts.
Find any node by name instantly. Ctrl+F to search, Enter to navigate.
Star any node from its Properties panel header to pin it to a Favorites section at the top of the Node Library and the right-click Add Node menu. Your most-used nodes stay one click away no matter how categories are arranged.
Standard shortcuts for all operations. Ctrl+S save, Ctrl+Z undo, Delete to remove, F5 to re-evaluate, Tab to open add-node menu.
Drop image files onto the canvas to create Image In nodes. Drag from the node library panel.
Ctrl+V to paste images from clipboard directly as new Image In nodes.
Ctrl+Shift+E to export selected export nodes. Export All in the File menu runs every export node in the graph at once.
PNG, JPEG, BMP, WebP, TIFF, and TGA. Both single-image and batch export support all formats with quality control.
Type export/sprite.png and the path resolves relative to your .arcb file. Directories are created automatically. Keep exports portable alongside your project.
Toggle "Watch File" on Image In or SVG Import nodes. When the source file changes on disk, the node reloads automatically. Edit in Photoshop, see it live in ArcBrush.
Load vector graphics at any resolution. Resolution-independent rasterization via ThorVG.
Copy all referenced assets into a single folder next to your .arcb file. Share or move projects with everything included. No broken links.
Delete a node and its upstream and downstream connections are automatically reconnected. The signal chain stays intact. No rewiring needed.
Image In, SVG Import, and Export nodes all support relative paths. Type assets/logo.png and it resolves relative to your .arcb file. Projects stay portable.
Disable any node without deleting it. The graph routes around bypassed nodes.
Hold Y and drag across wires to slice them. Fast graph restructuring.
Bundle a project and every file it references (images, SVGs, fonts, AI outputs) into a single shareable archive. Recipient unzips and opens with no missing-file errors.
Run multiple AI nodes at the same time: generate an image, edit another, and remove a background all in parallel. No waiting for one to finish before starting the next.
Track all AI generations with timestamps, prompts, and per-call costs. Session and lifetime cost tracking.
Every color picker in the app has an eyedropper button for picking colors directly from the canvas. Color Range node uses it for pixel-precise selection.
Gaussian, box, median, motion, bilateral, edge-preserving, radial, and zoom. Eight algorithms, each optimized for different use cases.
Composite node supports Normal, Multiply, Screen, Overlay, Soft Light, Hard Light, Color Dodge, Color Burn, Difference, Exclusion, Hue, Saturation, Luminosity, and more.
Noise node generates tileable textures with a seamless toggle. Pattern node produces geometric patterns. Five noise types, five pattern types, all with full parameter control.
Seven interpolation modes including perceptual OKLab and OKLCh, pigment-mixing Kubelka-Munk, and stepped Constant, with Hue Path control for directing the sweep around the hue wheel. Floyd-Steinberg dither eliminates banding. Shared by the Gradient, Gradient Map, and Palette From Gradient nodes.
Get started
Free to use. No account required for the editor. All 75 non-AI nodes work immediately, with no signup, no activation, and no trial period. When you’re ready for AI features, sign in with one click and get 10 free credits to start.
1
Run the Windows installer, drag the macOS app to Applications, or make the Linux AppImage executable.
2
Right-click to add nodes. Wire them together.
3
Connect an Export node. Click export. Done.
79 composable node types Free
Non-destructive graph editing Free
GPU-accelerated processing Free
Unlimited palette variants Free
Batch export + sprite sheets (6 formats) Free
Auto-save & crash recovery Free
Windows, macOS & Linux Free
.arcb portable graph files Free
AI generation (optional, cloud) Credit packs (no subscription)