Tron cycle wall colors.

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d0t
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Tron cycle wall colors.

Post by d0t »

Hey !

I've seen a lot of people having cool colors. That aren't orginal ones.
I know the commands color_r_1 x etc. but i always see those people having like gradiant walls. it's like eye illusion.
For example This colored wall with like green undertone.
How do they do it? If u know what i mean ?

regards.
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AI-team
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Re: Tron cycle wall colors.

Post by AI-team »

  
 
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sinewav
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Re: Tron cycle wall colors.

Post by sinewav »

d0t wrote:...undertone.
I think some of that is achieved from values much higher than 15, more like the 20-25 range or higher. Start with the color picker AI-Team psoted above, then experiment with higher numbers until you get something cool.
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Re: Tron cycle wall colors.

Post by AI-team »

Well the page I mentioned does have every combination possible, so I'd be surprised if he'd find any new ones.
  
 
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Jonathan
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Re: Tron cycle wall colors.

Post by Jonathan »

You get the effect by overflowing select channels. Works best if you keep your other channels pretty bright as well.

COLOR_R_1 0
COLOR_G_1 22
COLOR_B_1 15
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Re: Tron cycle wall colors.

Post by sinewav »

AI-team wrote:Well the page I mentioned does have every combination possible, so I'd be surprised if he'd find any new ones.
I "think" he's talking about the more psychedleic looking trails where the colors seem to change depending on the viewing angle. I don't think you can get those from that color picker (am I right? I don't know), but it's a good place to start.

Jonathan, didn't you post some tri-color mapping in the form of a huge PNG at one point? I can't find the thread. Or was that dlh?

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Jonathan
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Re: Tron cycle wall colors.

Post by Jonathan »

The color picker can produce those walls, but it doesn't really help you find or pick them.

I made that huge PNG almost 5 years ago. Here it is:
tricolors.png - 50x99122 pixels, which is likely to overwhelm your browser. If your browser doesn't like it, save it and try another viewer. Or use ...
tricolors.zip - zip containing smaller segments of the image that will hopefully work in more viewers.

It is an enumeration of all colors in the range [0, 30]* that result in a 'psychedelic' wall. Legend: red, green, blue values; bike, 'bright' wall, 'dark' wall result. You can scroll through it and see if there's something you like.

*Anything larger only subtly alters the shade of the bike. If a channel is larger than 21, you can increase that channel further without affecting the wall. This image is a dust speck compared to what you'd get if you included those colors, so I didn't go there.
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d0t
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Re: Tron cycle wall colors.

Post by d0t »

Yep, the ones that change color depending the view angle.

Got yellow, that has green undertone yesterday,..

Still wanting orange - redish...
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Jonathan
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Re: Tron cycle wall colors.

Post by Jonathan »

This is close:

COLOR_R_1 22
COLOR_G_1 7
COLOR_B_1 0

You can decrease G to get a deeper red, but it hits the orange part even harder.
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Re: Tron cycle wall colors.

Post by Phytotron »

Negative numbers seem to produce more of that pseudo-pearlescence effect, if I recall. Don't bother going further than -15.

Also, keep in mind, the default cycle wall textures are grayscale, so they darken the colors. If you want brighter colors, try a texture with a lighter gray. Of course, that'll only be effective on your client.
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Re: Tron cycle wall colors.

Post by Jonathan »

At the same time walls are lightened more to stay away from the grid's color, particularly if the color is dark. That can balance the darker wall texture.

Color values wrap to [0, 65536); -15 is really 65521, which happens to be the largest prime number that fits. As far as walls are concerned, anything over 21 is the same. All the larger range does is open up subtle color variations for the cycle.
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