
Get Sheet Done
by Kilbeeu
Get Sheet Done is a spritesheet generator addon for Blender. It builds grid-based spritesheets from images or while rendering an animation, working entirely inside Blender with no external software required.
by fwdotcom·Workflow
Images © fwdotcom. Used for product review; image policy.
Dynamic Color Palette earns its place in the Blender Extensions library by consolidating a mesh's colors into a single UV-driven material and exporting matching Godot 4 shaders straight from Blender.
Dynamic Color Palette generates palette textures and assigns colors to mesh faces through UV lookup, built for low-poly and stylized game workflows. It creates two GPU-rendered textures inside Blender: an HSV color palette for albedo and a PBR data map holding roughness, metalness, and emission. All faces on a mesh share one material, and color is determined by UV position in the palette, giving one mesh, one material, and one draw call in the game engine.
Two workflows run alongside each other in the same project. Multicolor keeps every face on the dcp_multicol material and uses an exported Godot 4 shader to resolve color and PBR values at runtime from the UV coordinate. Singlecolor bakes flat color and PBR values into a standalone Principled BSDF, requiring no texture or UV setup in the engine.
As of version 2.1, two Godot 4 spatial shaders export directly from the DCP Configure dialog with no separate download, and version 2.1.1 adds smooth two-color blending in the singlecol shader through a mix_a_b uniform. The add-on is compatible with Blender 4.2 LTS and newer and is released under the GNU General Public License v3.0 or later.
Dynamic Color Palette is best for low-poly and stylized game workflows and Blender-to-Godot 4 pipelines that keep a mesh on one material and one draw call.
Dynamic Color Palette is completely free to download and use.
Dynamic Color Palette is compatible with Blender 4.2 LTS and newer, so it runs on current long-term-support builds and later releases. The add-on installs through Blender by drag and drop, or by downloading and installing it from disk. Its settings are stored per .blend file, meaning each project keeps its own palette rather than sharing a global configuration. If you work across several Blender versions from 4.2 onward, the palette data travels with each individual file you open.
Dynamic Color Palette exports two Godot 4 spatial shaders directly from its Configure dialog, with no separate download needed: dcp_multicol.gdshader and dcp_singlecol.gdshader. The multicol shader reads both palette textures at the mesh UV coordinate and resolves color, roughness, metalness, and emission at runtime. The singlecol shader computes the palette UV from integer uniforms and, as of version 2.1.1, supports smooth blending between two palette cells through a mix_a_b uniform. A GDScript utility class, dcp_util.gd, is exported alongside the shaders.
Dynamic Color Palette installs into Blender by drag and drop, or by downloading the add-on and installing it from disk. On export it writes to four independent directories covering Textures, JSON Config, GDShader files, and a GDScript Util file, so the generated assets land in organized locations. The add-on does not require special permissions. All of its settings are stored per .blend file, so each project carries its own palette configuration rather than a shared one.
Dynamic Color Palette is listed as free in this catalog and is released under the GNU General Public License v3.0 or later. For current licensing terms and the latest build, check the developer's page. The add-on requires no special permissions in Blender and covers both the Blender-side palette tools and the Godot 4 shader and utility files exported from its Configure dialog. Version 2.1.1 is the current release noted here.
Dynamic Color Palette offers two workflows that coexist in the same project. The Multicolor workflow puts all faces on the dcp_multicol material and lets the exported Godot 4 shader resolve color and PBR values at runtime from the UV position, keeping a mesh at one material and one draw call in the game engine. The Singlecolor workflow bakes flat color and PBR values into a standalone Principled BSDF, so no texture or UV setup is required in the engine.
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