The backdrop — bg_hue is a coordinate in your gradient
The background pre-pass (bg_hue, bg_bright, bg_vignette — the full roster is in
Parameter roster) draws a tinted gradient under the scene, and it
colours through the same [palette] everything else does
(ADR-0086).
| Param | Default | What it does |
|---|---|---|
bg_hue | 0.0 | Where in the preset’s gradient the backdrop’s tint is taken from — and, with a span, where the ramp starts. Cyclic — same wrap trap as color_center, below. |
bg_hue_span | 0.0 | How far that coordinate travels across the frame. 0 takes a single sample; anything else paints a segment of the gradient. |
bg_hueselects a colour from the gradient you declared, not from a fixed ramp. Anemberpreset draws an ember figure over an ember sky, and a customcrimson -> goldgradient tints its own backdrop. Changing[palette]therefore changes what everybg_huevalue means.saturationandpalette_mixreach it too. Desaturating a look desaturates the sky with it, and an A/B crossfade moves the whole frame rather than the figure alone.- When the preset declares no
[palette],bg_hueis readable straight off the ramp table below — that table is the defaultspectrumgradient, so with no palette declaredbg_hue0.30is cornflower blue,0.45aqua,0.85amber. Declare a palette and those readings stop applying, exactly as they stop applying to a line scene’shue.
The wrap is the same trap color_center has, and on the backdrop it is easier to miss because
the surface is dim. bg_hue rides the repeating gradient, so -0.1 and 0.9 are the same place: a
negative value nudged toward a palette’s dark end lands in its bright stops instead. On the
default spectrum the cosine is genuinely periodic and the wrap is invisible; on the four stop-list
palettes it is the sharpest transition in the gradient. To darken a backdrop, use bg_bright.
bg_hue is a position, not a colour name. It is a coordinate in the preset’s own gradient,
so the same value does not mean the same thing in two presets: a bg_hue lifted from another
preset arrives at whatever colour your gradient holds at that coordinate, which is usually the
point and occasionally a surprise.
With bg_hue_span, your stops’ at positions become the sky’s vertical layout
(ADR-0094). The backdrop sweeps the segment
[bg_hue, bg_hue + bg_hue_span] along a screen axis, so the gradient you already authored is the
gradient in the frame — near-black at one stop, a hot band at another — and moving a stop moves that
band up or down the picture. There is no separate placement param, on purpose: positions already
live here, and a second mechanism could disagree with them. The direction, the brightness ramp and
its easing exponent live in
Parameter roster,
with a worked dusk example.
The wrap matters much more to a span than to a point. A single bg_hue that wrapped landed on
one surprising colour; a segment that leaves [0, 1] paints the palette’s far end back into the
frame, so a bg_hue = 0.8, bg_hue_span = 0.5 sky is hot at both ends with a hard seam between
them. Same repeat addressing, much more visible surface.
One warning specific to shaping a sky through stops: the [palette] is shared with the scene
and with the [layer], so re-spacing stops to bend the backdrop’s falloff re-colours the figure
too. When it is only the sky’s response you want to shape, bg_ramp_gamma is the lever that
touches nothing else.
The band takes a second coordinate in the same gradient
(ADR-0095). The backdrop also paints one soft
curved band of light over that ground, and it colours through the same [palette], the same
palette_mix crossfade and the same saturation — one colour language, two coordinates:
| Param | Default | What it does |
|---|---|---|
bg_band_hue | 0.0 | The band’s own coordinate in your gradient. Absolute, not an offset from the ground’s — so the arc keeps its colour whatever the ramp underneath it is doing. Cyclic, same wrap. |
bg_band_hue_span | 0.0 | How far that coordinate travels along the band (not across it), so one end can brighten toward a galactic core. |
The shape params that place and bow the band live in Parameter roster, with a worked Milky Way example. What belongs here is the colour consequence, and it is the one real authoring constraint the band creates:
Your palette must now serve three consumers at once — the ground ramp, the band, and the scene
(plus any [layer]). They all read the same stops, and there is no second palette to reach for:
palette_mix already owns the A/B pair for preset crossfade, so pinning the band to B would fight
every dissolve and a dissolve would recolour the galaxy on its way past. A dusk palette spent
entirely on a horizon — near-black through deep blue to hot amber, every stop earning its place in
the ramp — has no room left for a pale arc, and discovering that after tuning the ground is the
expensive order to discover it in. Budget the stops for both before you tune either.
Where that bites hardest is a band and a ground wanting opposite temperatures, which is exactly
the Milky Way case: a cool blue-white arc over a warm horizon needs cool stops the ramp never
visits, which usually means giving the ramp a shorter bg_hue_span so it leaves a stretch of the
gradient free, and pointing bg_band_hue at that stretch.
The band’s wrap behaves like the ramp’s, for the same reason and with the same surface: the
segment [bg_band_hue, bg_band_hue + bg_band_hue_span] is repeat-addressed, so a span leaving
[0, 1] paints the palette’s far end back into the arc with a hard seam. It is easy to walk into
here, because a band that wraps into the ground’s own colours stops reading as a separate object at
all.
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