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The interface

Gradient Tools lives entirely in the sidebar (N) under a tab called Gradient Tools. The full toolset is available in two editors, so you can design, apply and inspect wherever you're working:

  • the 3D Viewport sidebar, and
  • the Image / UV Editor sidebar.

The Gradient Tools tab

The panels

The tab is split into clear, collapsible panels. Each one has a focused job:

Panel Editor What it's for
Gradient Tools Both The hub: your list of palettes, presets, the live palette preview and a prominent Assign Material button.
Strips Both Design the palette — add / remove Flat and Gradient strips, edit the active strip, arrange the grid via the Mini Grid Map.
Palette Settings Both Texture configuration only — name, resolution, color space and UV layer.
Apply & Export Both Actions — the adaptive Assign Material button (Set Up Object / Refresh Material / Switch to '{palette}'), Bake to Vertex Colors, Save PNG, Show in Image Editor.
Material Look Both Pick one of six material looks for the selected object — Toon, Flat, Plastic, Glossy, Metal, Glass — and tune its parameters. Keeps the palette colour, changes only the shading.
Color Management Both Native View Transform, Look and Exposure controls with a one-click reset to Standard.
UV Tools 3D Viewport The four painting tools (Project / Paint / Radial / Path) and the Target strip selector.
Curve Gradient 3D Viewport Apply a gradient along a Curve object. Only shown when a curve is active.

Why two places to design vs. apply?

Design (Strips, Palette Settings) is about building the palette. Apply (UV Tools, Apply & Export) is about putting it on your model. Splitting them keeps each panel short and the workflow obvious.

The core flow: assign, then pick a look

Two panels carry the everyday workflow in 2.5.0:

  1. Assign the material. In Apply & Export, press the adaptive Assign Material button to set up the object with your palette. It reads Set Up Object on a fresh object, then Refresh Material for the same palette, or Switch to '{palette}' when you point it at a different palette.
  2. Pick a look. Open the Material Look panel and choose one of the six material looks. The look keeps the exact palette colour and only changes how light plays on it — Flat and Toon stay lighting-independent (the old Shadeless behaviour), while Plastic, Glossy, Metal and Glass add real shading.

The Material Look panel follows your selection

When the selected object (or the selected faces) carry a single look, the panel auto-selects that look so its parameters are editable straight away — no hunting in a dropdown. You can turn this off with the Follow selection in Material Look preference (on by default).

The Material Look panel — pick a look and tune its parameters

See Material looks for the full reference on the six looks, their tunable parameters and apply scopes.

The status line

When you open a painting tool, Gradient Tools shows a one-line readiness check:

  • Ready — Edit Mode and material assigned — everything is set, paint away.
  • Otherwise it tells you exactly what's missing (enter Edit Mode, assign the material, select a target strip, …).

This means you never paint "into the void": the panel confirms your object, mode and target strip before you start.

The live palette preview

The Gradient Tools panel shows a thumbnail of the generated palette texture, drawn with grid lines and an accent border on the active strip's cell. It is gamma-correct, so what you see in the panel is exactly what lands on your model.

Tips for a tidy workspace

  • Collapse panels you're not using — Blender remembers the state per file.
  • Keep the Image / UV Editor open alongside the viewport to use the eyedropper, grid overlay and face tools.
  • Press N to toggle the sidebar when you need more screen space.