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8:881:00
Hexfield · Palette Engine

What are we building today?

Palette-calibrated Munker optics for every medium. Pick a tool and the animated hex grid becomes your canvas.

HEXFIELD · $1 GENERATOR
◎ $1 · 60 SECONDS OF COLOUR
Black & white until you insert $1
HEXFIELD · AI BAND
◎ $1 · 60 SECONDS OF SOUND
Silent until you insert $1
Colour Theory
CMY wheel · 3D hue cube · tonal analysis
Website Design
Full-page templates · palette tokens · export
Logo Design
Animated hex mark · randomised seed · brand type
QR Code
Palette-calibrated QR · Munker overlay export
Game Scene
Hex platformer · Munker ground · level builder
GIF Export
Timeline presets · animated palette renders
HEXFIELD · EST. MMXXVI
JUST
MAKE
ART.
[ PALETTE ENGINE · NEON EDITION · V2 · MUNKER OPTICS · COLOUR THEORY · ]        [ JUST MAKE ART · HEXFIELD · ]
Retro Ad
1995 LED screen · neon poster · ad generator
HEXFIELD website designer · full-page templates + export
Platform game designer · simple playable scene builder
Hex level, player, enemies, collectibles, and Munker ground use current palette.
Character designer · player/enemy tokens
GIF designer · timeline presets
Exports through Website-builder export panel below.
QR code designer · palette-calibrated + Munker overlay
Live type · cube billiard alphabet
STYLE
Chess · 2D + 3D isometric board renders
Chrome extension: install /extension to inject HexField renders on chess.com + lichess.org
Arcade · Snake reader — eat the pellets to reveal the page
0 / 0 read Arrow keys / WASD · swipe on mobile · eat a pellet to reveal its sentence
Press Start (or any arrow key) to play
Gen · shape-grammar R&D — isometric cube-cluster generator (exploratory, not full-fidelity)
First-pass rule engine: a small fixed "Lego" alphabet (stem / branch3 / cap / slab) with per-face attachment rules, generated from a seeded PRNG so a seed number reproduces the same cluster. Cells reuse the same 3-face isometric cube primitive as the rest of the site, so they pick up the live reaction-diffusion coloring for free. Not aiming for recognizable car/person/TV silhouettes yet — this is the engine + a window into what it produces.
Unified Munker generator auto animate · on
Painter tip: use cool CMY-side dark vibration; avoid cad red in shadows. Let uneven Munker white spacing create optical colour instead of forcing pigment.
Website-builder export · exact current palette
Ready to export the exact calibrated palette + Munker render.
A #ffff00 B #0000ff centre #808080

This keeps your original studio below. The target stage uses the same animated Munker controls and hex/cube colour system instead of replacing it.

website · original Munker overlay active

HEXFIELD

isometric palette · pattern · type engine

Color wheel · CMY axis

Lights Y · M · C Earths R · G · B

Painter's category framework: the CMY anchors are Lights (yellow, magenta, cyan — they can read as neon and luminous). The RGB inverses are Earths (red, green, blue — they ground the painting). For shadows, reach for a tinted dark (Tinted shadows in the cube panel) instead of black — earths neutralised toward blue read as cool shadow, the painter's classic move.

Wheel calibration

Default places Y at top, with M/C set so each primary's additive complement (its RGB inverse) lands at exactly 180°. Drag the white dot, or click anywhere on the wheel.

Munker filter · illusion overlay

Lays lines over the wheel and every swatch. For the real illusion: tap "Try illusion preset" — it greyscales the cube and sets full-coverage alternating stripes so the grey cells appear coloured. Manual: set Spacing=0 and pick an alternating pattern (B/W or A/B) for full coverage.

Plotter inputs

Tonal centre · neutral middle ground

The centre is the neutral middle between A and B — its value depends on the blend model you pick. Mean & Lum gray are perceptual mids; Multiply/Screen match what you see when the colours physically overlap; Overlay/Darken/Lighten behave like Photoshop layer modes.

Selected hue · tonal ramp

Additive complement · tonal ramp

CMY + RGB · all-hue tonal grid

Click any swatch to select. Tone 0 = black, 100 = white, 50 = full chroma. Drag Tones up to 33 for fine ramps; drag Hue rows up for more in-between hues.

Inspector

A · selected
B · additive complement
Centre · neutral mid

Paint Mix · Pigment Solver

Screen blend — A + B (RGB light)

+
=
R channel
G channel
B channel

Additive blend ramp · A → A+B

Left = A alone; right = screen-blended result. Each step adds more of B's photons.
Minimal Palette · Tube Set Analyzer

Calibrated tube coverage

Pin colours to your palette (use "Pin to palette" in Plotter) — the analyzer will find the minimal tube set to mix them all.

Hue sector coverage · 24 sectors

Green sectors reachable from your tube set at ≥70% chroma. Grey = out of gamut with current tubes. Sectors score based on best 2-tube pigment mix.

Split primary recommendation

Pin colours to see whether a warm/cool split of any primary would expand your gamut.

Notes

Wheel uses a CMY-anchored hue mapping: Y, M, C are the named primaries; R, G, B are the secondaries (in additive light). Each hue's marker on the wheel sits at a position computed from the calibration sliders, so dragging Y/M/C changes the wheel geometry while RGB stay locked to true additive opposites.

"Tone" = lightness from 0 (black) to 100 (white) along a chroma-preserving ramp. 50 is full-chroma. Above 50 we add white (additive); below, we subtract toward black.

Pairs across the wheel are RGB inverses at full chroma — they sum to white when overlaid in screen blend mode (which is exactly additive on opaque pixels).