Documentation / Node reference / tex nodes
tex/Palette
Generates a color palette and bakes it into a 1D texture.
Color
Builds a palette with the rampensau algorithm: hue travels an eased cycle around the hue circle while saturation and lightness sweep eased ranges. The colors land in OKLCH (perceptually even steps, gamut clipped) or plain HSL, and fill a width x 1 texture either as hard blocks (one per color) or as a continuous gradient blended in OKLab. Feed it to any texture input, or use it as a lookup table for attribute-driven coloring.
Parameters
| Name | Type | What it does |
|---|---|---|
| colorsCount | UInt32 | How many colors the palette generates. |
| hueStart | Float | Hue the cycle is anchored at, as a fraction of a turn around the hue circle. |
| hueStartCenter | Float | Where in the sweep the anchor hue sits: 0 starts the palette on it, 0.5 centers it, 1 ends on it. |
| hueCycles | Float | How far round the hue circle the palette travels: 1 is a full turn, small values stay in one hue family, negative reverses direction. |
| hueEasing | UInt8 LINEAR · POWER_1_5 · QUADRATIC_IN · QUADRATIC_OUT · QUADRATIC_IN_OUT · CUBIC_IN · CUBIC_OUT · CUBIC_IN_OUT · SINE_IN · SINE_OUT · SINE_IN_OUT | Easing of the hue travel: with a non-linear curve the hues bunch up at one end instead of spreading evenly. |
| saturationRange | Vector2 | Saturation at the start and end of the palette. In OKLCH, 1 maps to the chroma CSS defines as 100%. |
| saturationEasing | UInt8 LINEAR · POWER_1_5 · QUADRATIC_IN · QUADRATIC_OUT · QUADRATIC_IN_OUT · CUBIC_IN · CUBIC_OUT · CUBIC_IN_OUT · SINE_IN · SINE_OUT · SINE_IN_OUT | Easing of the saturation sweep between its start and end values. |
| lightnessRange | Vector2 | Lightness at the start and end of the palette. In OKLCH this is OKLab lightness, so equal steps look equal. |
| lightnessEasing | UInt8 LINEAR · POWER_1_5 · QUADRATIC_IN · QUADRATIC_OUT · QUADRATIC_IN_OUT · CUBIC_IN · CUBIC_OUT · CUBIC_IN_OUT · SINE_IN · SINE_OUT · SINE_IN_OUT | Easing of the lightness sweep between its start and end values. |
| colorModel | UInt8 OKLCH · HSL | Color model the generated hue, saturation and lightness are read in: OKLCH gives perceptually even palettes (the quality default), HSL matches classic HSL ramps. |
| outputMode | UInt8 DISCRETE · INTERPOLATED | How the colors fill the texture: DISCRETE writes one hard-edged block per color, INTERPOLATED blends them across the whole width in OKLab. |
| resolution | UInt32 | Texture width in texels. The texture is always one texel tall. |
See also
- tex/Builder
- tex/Image
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