Board Backgrounds — Facets, round 2

The triangle mesh swept on the full axis set: vertex count (columns), color count (mono · complementary duo · contrasting trio), tone, and saturation. Brightness stays a narrow per-triangle jitter around the tone base. Hue wheel narrowed to four representatives this round — amber, forest, sky, rose — the full wheel returns for finals. 3 color counts × 2 tones × 4 hues × 3 saturations × 3 densities = 216 swatches. Reroll to reseed geometry and color assignment under the same recipes.

gen 1
Vertices
coarse 5×3 cells (~20 triangles) · medium 9×6 (~97) · fine 14×9 (~230), grid-jittered then Delaunay-triangulated
Colors
mono · duo = complement H+180° weighted 65/35 · trio = triad H±120° weighted 50/30/20, picked per triangle
Saturation
soft · mid · rich row bands, jittered ±15% per triangle
Brightness
narrow band — tone base (light ≈85–90%, dark ≈17–21%) ±4.5 per triangle; all hues in a swatch share it
Hue
amber 38° · forest 140° · sky 215° · rose 335° (±3° per triangle)
Randomness
geometry and per-triangle color assignment reseed on reroll; the swatch ID names the recipe

Mono — Light

One hue; only the brightness jitter draws the mesh. Rows: each hue at soft, mid, rich saturation.

CoarseMediumFine

Duo — Light

Base hue plus its complement, weighted 65/35 — a dominant field with contrasting inclusions.

CoarseMediumFine

Trio — Light

A contrasting triad (H, H+120°, H−120°) weighted 50/30/20 — closest in spirit to the low-poly reference.

CoarseMediumFine

Mono — Dark

The mono mesh on the dark base — facets catching light like slate.

CoarseMediumFine

Duo — Dark

Complementary pair on the dark base; at low brightness the hue contrast turns ember-like.

CoarseMediumFine

Trio — Dark

The triad on the dark base — stained glass at dusk.

CoarseMediumFine