The line scenes' cosine ramp — what hue actually looks like
This is the default palette — what a line scene colours through when its
preset declares no [palette]. It is the spectrum gradient, i.e. the same iq
cosine the engine has always used, and it is not a hue wheel. The three
channels are cosines at the same frequency with different phases, which means the
ramp walks a fixed loop through colour space rather than rotating through hues at
an even rate. Guessing a value costs a render round-trip; this table is so you do
not have to.
(On parametric_curve, lsystem and star_pattern it is a default rather than a
ceiling — set a [palette] and these swatches stop applying.)
It doubles as the backdrop’s table. bg_hue reads the same gradient, so with no [palette]
declared these swatches are what a bg_hue value looks like — and, for the same reason, they stop
applying to bg_hue the moment a preset declares one. There is deliberately no second table for the
backdrop: an independently-measured colour table drifted from the one in the code once already, and
every name in it was wrong (design-backlog 0014).
Swatches are the ramp at brightness = 1, sRGB, computed from the shader’s own
arithmetic and confirmed against rendered strokes:
hue | swatch | reads as |
|---|---|---|
0.00 | #F44667 | coral rose |
0.05 | #E6188B | cerise |
0.10 | #D30DAB | magenta |
0.15 | #BC3EC6 | orchid |
0.20 | #9F67DC | lavender-violet |
0.25 | #7D8BEC | periwinkle |
0.30 | #57ABF8 | cornflower blue |
0.35 | #2BC6FE | sky |
0.40 | #00DCFF | cyan |
0.45 | #2BECFA | aqua |
0.50 | #57F8EF | turquoise |
0.55 | #7DFEDF | pale aquamarine |
0.60 | #9FFFCA | mint |
0.65 | #BCFAB1 | pale green |
0.70 | #D3EF92 | lime cream |
0.75 | #E6DF6F | pale yellow |
0.80 | #F4CA46 | gold |
0.85 | #FCB118 | amber |
0.90 | #FF920D | orange |
0.95 | #FC6F3E | vermilion |
Reading it:
-
It is cyclic, unlike
ember/ice/mono/aurora:hue = 1.0ishue = 0.0, so a binding that sweepshuecontinuously never hits a seam. -
The ends of the loop are the warm half. Red through orange lives at the wrap (
0.90–0.05); there is no deep-red-to-black end, because the ramp never leaves full saturation. If you want a dark look here, that isbrightness, nothue. -
The cool half is over-represented. Roughly
0.30–0.65is blue through green, a third of the range for what a hue wheel gives a quarter of. Fine distinctions between two blues need smaller steps than between two ambers. -
brightnessscales the ramp; overlap does not preserve it. The line renderer blends additively, so where strokes cross, channels sum and the crossing reads paler than the swatch. A dense figure at highbrightnesstherefore looks less saturated than itshuesays. Lowerbrightness(orthickness) rather than chasing the colour withhue.It does not approach white, though. The composite carries linear light past 1.0 and the engine tonemap rolls it off by scaling all three channels by the same factor, taken from the brightest one — so the ratios between R, G and B survive the roll-off exactly and a saturated crossing keeps its hue instead of climbing toward white a channel at a time. A dense figure reads paler at its crossings, because the sum genuinely is less saturated; it does not go colourless.
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