Goo Color Wheel

Try tapping the side of your monitor a couple of times??

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I’ve been compiling a spreadsheet of ā€œformulasā€ to get certain colors. I have to say, some colors definitely seem to be more weighted than others. I have to mix 3+ different colors to get some. There are several different ways to achieve some colors. ie:

1 strong red + 3 pale sepia = 4 warm orange

The berry pigments and viridians seem to be over-powering lol

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It worked!!!

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Definetly more weight on dark red then on strong or shadow red.

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This is where I was starting to question the logic as well, but I cannot think of a different way to calculate it. I tried straight up averaging the L a b values of the inputs then running it through your Delta E calc to compare all colors to the average. That produced even worse results.

E: I will try to check all of the formulas after work and see if there is an error

@Firehazurd

The L and A values are close to the average right now but the B value doesn’t appear to be close. It’s closer to the average of the absolute values. I think that’s because all Delta E calcs are just a magnitude.

Edit: nvm the A value is wonky too, the B just jumped out at me.

Yeah I’m averaging the distances, not the LAB values. I think doing the difference between distance might be better, but really there has to be more of a logic to determine which to use. Right now I’m just trying to make sure the color difference results are correct.

Spreadsheet works properly now matching in-game code/data :slight_smile:

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Thank you so much! I’m going to put in the weighting so we can get more prediction!

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I may not have understood a significant amount of the above discussion…
I’m most interested in the color mutation step order, is this possible to obtain?

Thanks!

P.S. You guys are awesome and I’ve never felt dumber

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Same :laughing:
This is way above my head

I don’t know what the max distance is that mutations will step, but I’ll be doing some expiriments soon to determine.

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My goal was white so I set up white gleam and growth. I planted about 90 kernels of Vivid moss #219 and the vast majority of it is now Stark Lime #189.

I can tell you a couple of my results… dark cerulean on black gleam, 90% goes to shadow cerulean, 8% to strong azure, 1% stays dark cerulean and 1% night blue. Those are guestimated numbers, I havent actually kept count.

Silk cherry on red gleam… 10/10 times it has stayed silk cherry which surprised me.

I would love to know some mutating results from others as I am more interested in mutating to my target colours and then planting on rock to get my pigments.

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The goo wanders towards your color during the mutation step. I simply replant all colors that have not reached gleam color onto the same gleam again. Once they reach the gleam color I harvest them for crop growing. It helps to use close colors and shades ofc. It is hard to get from luminous blue to black, but easy to get to black from night green for example.
Lesser steps better results ofc, but you can basically use any color to get to your target color over time.

Firehazurd has made a picture of the color plot that helps, do not know if it is an accurate representation but its here in this thread up above. In the picture look which points are close to the color you seek to mutate to.

edit: if you seek to get to a color you do not have as gleam, I have a feeling from mutating and mixing pigments, that certain colors have a stronger pull than others (we call it weight on the graph lol). Dark red for example has a stronger pull than strong or shadow red from my experience but it can be wrong ofc since this is purely from observation.

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Yes all of this. I try to minimize steps just based on what colour combinations I think will work best by eye measurement (guessing).

This has resulted in some surprises I.e. 10/10 silk cherry on pure red gleam stayed silk cherry 10/10 times. Dark red on pure red gleam… takes 4 or 5 iterations to reach pure red and along the way goes to pure cherry/pure fuschia/dark rose and other random shades of those.

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Definetly and experience helps too, to really calculate how the color will step is a hell lot of work, I could link a science paper about CieLab but I wont. Just go by eye and learn from experience Id say, or hope for a genius to make a working formular implementation as app^^

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What I think would be cool is if people would share their results in this thread… and we could all gain experience faster.

I for one will make an effort to actually count and record my mutations from now on and share some results.

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Getting more observations would be a huge help! I’m gunna run some of this math on what was already talked about, see if there is a common thread.

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I tried to replicate some of my results using the pigment mixing spreadsheet because I’m definitely not clever enough to do your mathematics wizardry… 1 black pigment with 1 dark cerulean pigment and the result said 2 dark cerulean despite the very high morph rate to shadow cerulean and the very low frequency of it staying dark cerulean.

@Firehazurd I have made some progress through experimenting.

Red color mixing:
Reds strongest node on the dark shades is definetly dark red.
I managed to deduct that orange -> cherry <- fuchsia goes towards the red shades.
Mixing either orange or fuchsia shades with cherry results mostly in shades of red.

If an outside color appears it is possible to shift back to the red shades by mixing in true red shades.

Mixing towards red has an appearance like this:

--------------------------------------outside-------------------------------------------
outside <-> orange <-red-> cherry <-red-> fuchsia <-> outside
--------------------------------------outside---------------------------------------------

  • strongest dark node is dark red
  • outside on top and bottom mean that there is not enough true red color inside the mix

I think this will hold true for other shades as well but I ve not experimented with them yet.
A guide could be build like the above to get a rough map for mixing in general.

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