So all in all I feel this "unified colors" approach should not be optional. Either we do it, or we don't. If we do, it's a Blender 5.0 thing, which is fine.
It could potentially still be…
The main function you'll probably want to use is
okhsl_to_srgb()
. It just takes a Hue-Saturation-Lightness color and converts it to non-linear sRGB, which can be plugged straight into the…
That OkLab page contains some code, so it may be easy to try it.
Actually, now I wonder if the luminance should actually have been computed in linear space rather than gamma, and whether these…
Additionally, human color perception is weird, and a simple weighted average of the RGB channels doesn't actually cut it for highly saturated colors. If we're going to do this algorithmically…
With so much color science going on, I feel that this is not something that should be addressed/implemented for bone colors alone. If we want to have some calculation of the preceived…
In any case, there's a handy .blend file attached in the post where you can try to experiment with stuff by looping over the theme preset colors and applying some maths based on to the base…
this would be a nice improvement, but do you already know how to do it?
Well, I expect you need to adjust the color to target a specific luminance without affecting hue, and minimally…
Regarding the use of brightness for selection: is it possible to ensure the colors have exactly the same visual brightness? And not in just the max channel values, but what you actually see on the…
I had a random crazy idea: would an arbitrary blend between the default selected/active and the per-bone make any sense? Like, basically, a literal slider that would do `mix(bone, default,…