Untextured, every model came out the same red. The hue was the box's index
within its model and almost every model here is one box, so a scene of eight
was eight objects sharing hue zero - the one thing the colour was supposed to
tell you was the one thing it did not. So `face_colour` takes a hue now, and
the quickstart hands each model its own: successive golden-ratio turns around
the wheel, so any two are far apart and the third is not squeezed between them,
indexed on the model's place in the whole list rather than on what happens to
be visible. The boxes of one model spread a tenth of a turn either side, near
enough to read as one object and far enough to count. Left alone the hue is
what it always was - the wheel split per shape - so ARMOUR_GUI and the unwrap
templates are unchanged.
The shades were the other half. Six faces were sharing three saturations, and
east and west were separated by nothing but a fifth of a value - which is the
worst place to be thin, because opposite faces are the pair you can only ever
see one of at a time and so have nothing to compare against. Each face now sits
at its own rung of both ladders, and each opposite pair is far apart on both:
up is pale and brightest against a down that is vivid and darkest, north vivid
and bright against a washed, dim south, west the palest against a vivid,
mid-dark east.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>