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Palette tool

The Palette tab is the generator. Seeds go in on the right, a harmony algorithm spreads them into a full palette, and the board in the middle is where you lock, reorder and pick colors.

Everything regenerates live: move a slider and the board updates as you drag.

Harmony Seeds

Seeds are the colors the whole palette is derived from. Up to eight, each one a swatch, a hex field, a padlock and a remove button.

ControlWhat it does
+Adds a seed. Eight is the cap
SwatchOpens the color picker
Hex fieldType or paste a hex directly
🔒Locks that seed — re-rolls leave it alone
Removes the seed. The last one can't be removed

Locking is the whole workflow

A palette rarely arrives all at once. Lock what already works, re-roll the rest with R, and repeat. Unlock All at the bottom of the panel clears every lock in one go.

Algorithm

Seven modes, all working in HSL space:

AlgorithmWhat comes out
MonochromaticOne hue, varied in saturation and lightness
AnalogousNeighbours on the hue wheel — cohesive, calm
ComplementaryThe seed and its opposite
Split ComplementaryThe seed plus the two hues either side of its opposite
TriadicThree hues evenly spaced around the wheel
TetradicFour hues in two complementary pairs
Color RampsA stepped ramp per seed, for shading rather than variety

Color Ramps changes two controls: Count becomes Ramp Steps (3–12), and Spread becomes Hue Shift — how far the hue drifts as the ramp moves from dark to light, which is what stops a ramp looking like a grey wash. The panel tells you the arithmetic: 3 ramps × 6 steps = 18 colors.

Sliders

SliderRangeDefault effect
Count4–64How many swatches the palette holds
Ramp Steps3–12Steps per ramp, in Color Ramps only
Saturation−50% – +50%Shifts the whole palette's saturation
Lightness−50% – +50%Shifts the whole palette's lightness
Spread5° – 120°How wide the harmony reaches around the hue wheel
Variation0% – 60%Random wander per color — 0 is clinical, 60 is chaos

Randomize Generator re-rolls the unlocked seeds. With a preset active it reads Randomize Nature, Randomize Cyberpunk, and so on, and stays inside that preset's hue, saturation and lightness constraints instead of roaming the whole wheel.

Presets and saved engines

The left panel has two tabs.

Presets holds fourteen moods, each one a set of seeds plus the constraints it randomizes within:

Nature, Ocean, DMG-Classic, Cyberpunk, Clay-Art, Deep-Void, Toy-Box, Gore, Ember, PS1-Era, Plague, Nordic, High-Vis, Vaporwave.

Custom is your own library. Name the current setup and save it — the whole generator state is captured, not just the colors, so loading it puts you back where you were. Saved entries can be renamed, updated with the current palette, or deleted, and the library exports and imports as a single JSON file so it moves between machines.

The board

InputAction
🖱️ Click a swatchOpen the picker and edit that color
🖱️ Right-clickLock the color, or copy its hex
🖱️ Drag a swatchReorder the palette
🖱️ Drag empty spacePan the workspace
🖱️ ScrollZoom
SpaceRecenter and refit

The Square / Strip toggle at the top left switches the board's layout. It's a view setting for working — the exported texture's layout is chosen separately in the export dialog.

Sorting

The sort dropdown reorders the palette in place:

SortOrder
SmoothSmoothest visual gradient
HueWarm → cool, red through violet
LightnessDark → light
SaturationMost vivid first
LuminanceDark → light, by perceived brightness
ReverseFlips the current order

Lightness and Luminance are not the same sort. Lightness is the HSL number; luminance weights the channels the way an eye does, so a saturated yellow lands far brighter than a blue of identical lightness. Sort by luminance when you're checking that a palette reads in greyscale.

Checking for color blindness

The eye icon switches the whole board into a simulated vision mode:

ModeSimulates
Normal VisionNo filter
ProtanopiaNo red — around 1% of men
DeuteranopiaNo green — around 6% of men
TritanopiaNo blue — around 0.01%
AchromatopsiaGreyscale — around 0.003%

While a mode is active, colors that collapse into each other are flagged as conflicting pairs; clicking one highlights everything it conflicts with. The auto-fix button pushes conflicting colors apart — locked colors are left alone, so lock the ones you can't change before you use it.

Deuteranopia is the one that matters

At roughly one in sixteen men, green-blind is common enough that a palette which fails it will fail for real players. If you only check one mode, check that one.

Importing a palette

The Import button above the board — or dropping a file anywhere on the workspace — reads:

TypeExtensions
Palette files.json, .hex, .gpl, .txt
Swatch files.ase, .aco
Images.png, .jpg, .jpeg, .webp, .bmp, .gif

These are the same formats the Proto Color add-on reads, so a palette moves between the two in either direction.

Images are handled two ways depending on what's in them. Under 256 unique colors and the image is treated as a literal palette — a pixel-art strip or an exported swatch sheet comes in exactly as authored, in the order it appears. Above that it's artwork, and the colors are quantized out of it, capped at 1024.

Feed it a screenshot

The fastest way to match a reference is to drop the reference in. A frame grab from a game, a photo, a piece of concept art — the extractor pulls the palette, and then the sliders are there to push it somewhere of your own.

Next

  • UV Checker — the palette you just built is available there as a live color source
  • Export & sharing — getting it out and into Blender