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Your Hue choices are selected from a pool of 16 with various mutators applied. Hue alone isn't a viable path forward, so finding a translation of Hue to a non-H
by floatingatoll 6y ago
Your Hue choices are selected from a pool of 16 with various mutators applied. Hue alone isn't a viable path forward, so finding a translation of Hue to a non-Hue representation that doesn't worsen the diagram is essential.
You could apply repeating surface textures inside each slice, rather than showing a solid color, so that Hue 1 shows repeating dots, Hue 2 shows repeating lines, Hue 3 shows repeating triangles.
You could use a Braille-like 2x2 grid to represent the 4-bit Hue space as circles and lines within each slice.
If you imagine that each slice has 4 walls, replacing the missing fourth wall of the innermost slices with the innermost corner, then you could map the binary representation of 2^4 hue (such as 0110) onto "bites" out of the walls. For example, given 0110, map the 0s onto "bites" and punch a small hole into two adjacent walls of the slice; given 0000, punch a small hole into all four walls.
ASCII art of what I mean by "punch a hole into the wall", for Hue 0111 (one zero, so one hole punched). This is an uncurved slice, because ASCII art.
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- franky47 6y agoThat's a great suggestion, I love the "hole punching" idea (although it'll probably end up looking like Swiss cheese). The key is to find a solution that looks good enough when zoomed out to ~64px square, which is tricky for details, especially in the inner ring where sections are packed so close from one another.
- floatingatoll 6y agoI imagine that's why square hashes are more common than circles: the raw information density problem.