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Topic: Interactive Palette Analyzer: feedback wanted |
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| Author | Message |
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meodai
Seaman
Joined: 28 July 2009 Online Status: Offline Posts: 5 |
![]() Topic: Interactive Palette Analyzer: feedback wantedPosted: Yesterday at 3:19pm |
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Hey everyone, long time no post!
I've been working on a tool that some of you might find useful, especially if you're into palette building. It's a WebGL shader that visualizes color palettes by mapping them onto different color spaces (OKLab, OKLCH, OKHsl, CIELab, HWB, HSV, etc.) and snapping each pixel to the nearest palette color using various distance metrics (Euclidean, ΔE76, ΔE94, ΔE2000, OKLab, and more). Think of it as something in the spirit of Censor / Dawnbringer's palette tools, but running in the browser in real time. Live demo: https://meodai.github.io/color-palette-shader/ You can paste in your own palette, switch between color models (flat and polar views), swap distance metrics, and scrub through slices of the color space. PS: depending on your GPU the combination of "Clip to sRGB gamut" and 3D might be very slow What I'd love feedback on: 1. Which color spaces / views do you actually find useful when building or evaluating palettes? Are there any you never touch? 2. Which distance metrics matter to you in practice? Do you care about ΔE2000 vs simpler Euclidean, or is it all "whatever looks right"? 3. Any features you wish existed? Anything confusing or missing? 4. How does it compare to what you're used to from Censor? Aseprite integration If you want to see your palette update live while you work in Aseprite, you can connect it using token-beam -> it streams your current palette to the visualizer in real time. The whole thing is open source: github.com/meodai/color-palette-shader Would really appreciate any thoughts, especially from those of you who've spent time with Dawnbringer's tools and have opinions on what actually matters when evaluating palettes. |
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