--- title: "Visual Palette" description: "Phase-4 visual style bible — camera, entity colours, environmental neutrality, D-235 material register, toon/PBR rendering treatment" type: design status: active decision_refs: [D-019, D-033, D-045, D-148, D-149, D-154, D-217, D-232, D-235, D-244, D-257] author: "Araminta" updated: 2026-07-25 --- # Visual Palette Status: **Active** — Phase-4 style bible (T-1052). This document is the current source of truth for rendered-look art direction. It supersedes the framing (not every individual data point) of the two documents listed in [Superseded documents](#superseded-documents) below. --- ## 1. Camera Two camera records exist and apply to **different surfaces** — this was previously conflated in this document; corrected here. | Camera | Angle | Where it applies | Status | |--------|-------|-------------------|--------| | **D-148** | 30° low-angle `Camera3D` tilt (−30° from horizontal in the confirmed preset convention — see D-148's 2026-07-06 editorial note), 45° static map rotation | **Gameplay** — the default in-world camera, Phase 5+ | Active, confirmed default | | **D-019** | −72.5° from horizontal (midpoint of the old "15–20° from vertical" sprite-tilt range) | **Offline renderer only** — the retired 2D-sprite production pipeline (`renderer/`, now repurposed per D-244 as the flat-2D-artwork generator; see `renderer/README.md`) | Superseded for gameplay by D-148; survives only as an offline-render setting | **Why both survive:** D-148 replaced D-019 as the *gameplay* camera when the project pivoted to live 3D rendering (D-149) and then to fully 3D objects (D-244) — there are no more pre-rendered sprites to view "at the angle" during play. D-019's −72.5° Camera3D setting doesn't disappear, though: it is still the correct setting for the **offline** render rig that produces flat 2D artwork (paintings, flags, billboards, signage — the D-244(b) content class), because that pipeline still renders a 3D scene down to a flat texture and needs a camera angle to do it. Two different cameras, two different jobs: one drives what the player sees, the other bakes a flat image asset. Do not describe D-019's angle as "the gameplay camera" anywhere — that sentence is what this document is correcting. --- ## 2. Rendering Treatment — Toon vs. PBR **Authority: [D-257](../../../governance/decisions/architecture.md#d-257)** (environment props share the character toon shading treatment; minimal-PBR carve-out for glazing). This section is the practical guidance derived from that record — the binding decision and its full rationale live in D-257, not here. **Environment props and furniture share the character toon treatment.** One shader family, one look, across the whole in-world scene — with a single, narrow, explicitly-named exception for glass and polished/mirror-finish metal, which get a distinct minimal-PBR material rather than being forced through the flat toon response. ### 2.1 What "sharing the toon treatment" means concretely - Environment `.glb` models use the same shader family as characters: `toon.gdshader` (flat lit/shadow-band ALBEDO, no PBR lighting response) or `toon_masked.gdshader` (recolor-mask variant, for props that need runtime tint — e.g. a favorite-color object, a faction-liveried crate) where a tintable variant is needed. `outline.gdshader` (inverted-hull) applies to entities and to any prop the visual hierarchy calls out for emphasis (see §4 tie-in below) — not universally to every static prop, matching the existing entity > object > structure outline-weight hierarchy. - glb-gen's postprocess convention of forcing `roughness=1.0` / `specular=0.0` "for toon compatibility" (`postprocess_glb.py::setup_materials()`) is **correct and should stay the default** for furniture, crates, signage, street furniture, wall/roof/facade instances — i.e. the D-235 ObjectTag vocabulary's bulk. These are flat-lit like characters; PBR specular highlights on a stucco wall or a wooden table would read as wet/glossy and contradict the toon language players already learn from characters. - **Exception — glass and polished/mirror metal:** the ratified D-235 glazing tokens — `glass_curtain_wall` (wall axis) and `industrial_glazing` (facade axis) — and any deliberately reflective/polished metal prop (chrome fixture, mirror, glossy display case) get a **separate minimal-PBR material**: `roughness` in the 0.05–0.2 range and non-zero `specular`/`metallic` as appropriate, layered so the toon shadow-band lighting model still governs the base surface response but a specular highlight and partial reflection are allowed through. This is not a full PBR material (no environment-map reflections, no fresnel-driven rim lighting stack) — it is "toon base + a controlled specular term," the smallest change that makes glass/chrome read as glass/chrome instead of matte plastic. ### 2.2 Rationale - **Visual grammar principle (mine, standing):** consistency compounds. A station built from one shader family reads as one coherent object, the way a real Rimworld or Hades scene does. Mixing a toon character against a PBR-lit room breaks the "one world" read the moment the player looks at their own hands next to a table. - **The postprocess default already assumes this.** `setup_materials()`'s comment ("for toon compatibility") was written for the character pipeline but Trellis is the *same* generator for environment `.glb`s — there was never a second postprocess path. Diverging environment props onto full PBR would mean either forking the postprocess script or hand-overriding every environment asset's material after generation. Sharing the treatment means the existing pipeline is already correct and needs no new work. - **The exception is functionally forced, not a taste call.** A flat-lit `roughness=1.0` glass pane doesn't read as glass — it reads as a frosted grey panel, which actively misleads the player about sightlines (can I see through this?) in a game whose core mechanic is occlusion-based perception. Where "can the player see through/into this" is gameplay-load-bearing (`glass_curtain_wall`, `industrial_glazing`, shop windows, interior partitions), the material needs to look transparent/reflective enough to answer that question at a glance. This is a narrow, named carve-out — it does not reopen "should props be PBR," it closes the one case where toon-only actively lies to the player. - **Scale check:** this holds at boxes-with-labels (a labelled box has no material response either way, so the ruling is inert today) and at full art fidelity (the shader assignment is a material-slot choice per asset, not a structural decision that needs revisiting later). ### 2.3 What this does NOT change - D-235's material/token vocabulary (§3) is unaffected — this ruling is about shader/material *response*, not which WallMaterial/RoofForm tokens exist. - The character shader files (`toon.gdshader`, `toon_masked.gdshader`, `toon_garment.gdshader`, `outline.gdshader`) are not modified by this ruling — environment props reuse them as-is or via a near-identical environment-scoped shader variant if slot/uniform needs differ (implementation detail for whoever writes the first environment shader, not an art-direction fork). --- ## 3. Color / Material Register — D-235 ObjectTag Vocabulary D-235 (amended 2026-07-07, T-995) ratified the **logical** token vocabulary — `wiki/economics/object_tag_vocabulary.toml`, 4 axes (wall/roof/facade/street), 32 specific tags + 4 generic fallback parents. D-235's own Implementation note explicitly parks the **rendered look** of those tokens for "Phase 5+ and post-launch" art production. This section is that pre-specification: not new tokens, but the register each shipped tag should render into once art exists, so asset generation has a target from day one instead of drifting per-artist. **How to read this table:** "Hue range" is a rendered-look target for the BaseColor map's dominant tone, expressed relative to D-235's existing rule that *color is template-bounded* (a cultural palette cue, seed-selected within range, "always within the template's register") — this section does not override that; it gives the physically-plausible hue family each material naturally sits in, which the template's seed then picks within. "Weathering baseline" describes how the D-217 condition bands (Intact/Worn/Cracked/Broken, driven by `prosperity_score`) should visually read for that material — i.e. what "Worn" looks like on brick vs. on corrugated metal. ### 3.1 Wall materials | Tag | Hue range | Grain / texture character | Weathering baseline (D-217 bands) | |-----|-----------|---------------------------|-----------------------------------| | `concrete_wall` | Neutral grey, warm-leaning (`#8a8680`–`#6e6a64`) — never blue-grey/cool-grey | Fine aggregate speckle, subtle formwork seams | Intact: even matte. Worn: rain-streak staining, hairline cracks. Cracked: spalling at edges, exposed aggregate. Broken: structural cracking, rebar-stain bleed. | | `steel_frame` | Dark warm charcoal (`#3a3632`) frame, infill panel per adjacent tag | Visible bolted/riveted joints, slight surface oxidation tint even when "new" | Intact: factory-primer flat. Worn: surface rust bloom at joints/edges only. Cracked: running rust streaks below joints. Broken: structural rust-through, buckling. | | `brick_wall` | Warm terracotta-to-ochre (`#9c5a3c`–`#c48a52`), never cool/pink brick | Visible coursing + mortar joint shadow, slight color variance per brick (batch variation) | Intact: crisp mortar lines. Worn: mortar erosion, efflorescence (white mineral bloom). Cracked: spalled brick faces, missing mortar. Broken: collapsed coursing, exposed cavity. | | `rendered_wall` | Whatever the template's color_range picks — this tag is a **finish**, not a hue driver; render surface is smooth and matte regardless of picked hue | Smooth, minimal grain, occasional hairline render-crack pattern at Worn+ | Intact: clean flat. Worn: surface staining/streaking under sills and joints. Cracked: render cracking, patches of exposed substrate. Broken: large render loss, substrate fully exposed. | | `stone_wall` | Warm grey-tan (`#a89e8c`–`#8c8172`) — **explicitly not cool grey**; this is the D-235 fallback-graph's flagship "gets it wrong if literal" case | Visible coursing, natural stone color variance tile-to-tile, tool-marked or rough-cut surface depending on template | Intact: clean-cut edges. Worn: lichen/mineral staining in shadowed recesses. Cracked: mortar loss between courses, chipped arrises. Broken: displaced/missing stone units. | | `timber_wall` | Warm mid-brown (`#7a5c3e`–`#9c7a52`), never grey-driftwood unless template explicitly calls for weathered/coastal register | Visible grain direction, board/plank joint lines | Intact: sealed/painted finish. Worn: graying at exposed edges, finish wear. Cracked: splitting along grain, missing sealant. Broken: rot, structural failure at joints. | | `stucco_wall` | Warm off-white to sand (`#d8cfc0`–`#c4b89e`) — whitewashed per the tag description, not pure white | Smooth, slight hand-applied texture variance | Intact: clean whitewash. Worn: staining streaks below any protrusion. Cracked: hairline cracking, patch-color mismatch. Broken: large loss exposing substrate. | | `glass_curtain_wall` | Neutral-to-cool tint on the glass itself (`#c8d4dc` @ low opacity) — see §2.1 PBR exception, this tag needs the specular/transparency carve-out to read correctly | Minimal — reflection/transparency IS the surface character | Intact: clean, full reflectivity. Worn: dust film, reduced reflectivity. Cracked: visible cracked panes, some opacity/frosting. Broken: missing panes, boarded sections. | | `composite_panel` | Whatever the template picks — this is a **prefab finish** tag like `rendered_wall`, hue is template-driven, not material-driven | Flat, uniform, visible panel-seam grid (regular rhythm, unlike masonry coursing) | Intact: crisp seams, clean finish. Worn: seam staining, minor panel discoloration. Cracked: panel warping, seam gaps. Broken: missing/detached panels. | | `rammed_earth_wall` | Warm ochre-to-umber banding (`#8a6a48`–`#6e5236`) | Strong horizontal layer banding (the construction method's signature texture) | Intact: crisp banding. Worn: surface erosion softening band edges. Cracked: vertical cracking across bands. Broken: section collapse/erosion loss. | ### 3.2 Roof forms | Tag | Hue range | Grain / texture character | Weathering baseline | |-----|-----------|---------------------------|----------------------| | `flat_roof` | Neutral dark grey (`#4a4844`) membrane | Flat, minimal detail, visible seam lines on membrane roofing | Intact→Broken: ponding stains, membrane cracking, vegetation growth at Broken. | | `pitched_roof` | Warm dark grey-brown (`#4e463e`) generic shingle/slate register unless a specific tag (below) narrows it | Directional shingle/slate coursing | Moss/lichen accumulation in shadowed pitches as condition drops; missing units at Cracked+. | | `corrugated_roof` | Weathers to **rust-orange** (`#a65c34` at Worn+), starts galvanized silver-grey (`#a8aaa8`) when Intact — **explicitly does not stay silver**, this is D-235's own worked example | Strong linear corrugation shadow pattern | Intact: clean galvanized sheen. Worn: rust bleeding from fastener points. Cracked: broad rust staining, sheet lifting at edges. Broken: rust-through holes, missing sheets. | | `clay_tile_roof` | Warm terracotta (`#b56a3e`–`#c8825a`) | Individual tile coursing, slight per-tile hue variance | Moss/lichen in valleys, cracked/slipped/missing tiles as condition drops. | | `terraced_roof` | Match the deck surface (paved/planted per template), not a distinct roof hue | Flat deck texture, visible rail/parapet line | Surface wear on deck material, planter/rail deterioration at lower bands. | | `vaulted_roof` | Match wall material register (masonry vaults read as an extension of the wall) | Strong directional shadow from the vault curvature | Standard masonry weathering (see stone/brick wall rows). | | `green_roof` | Vegetated green, seasonally variable — the one roof tag where hue is intentionally NOT template-locked | Organic, irregular, canopy-like from above | Condition reads as vegetation health/coverage, not surface damage — sparse/patchy at low prosperity, not "broken" in the structural sense. | ### 3.3 Facade rhythms Facade tags are about **pattern**, not hue — they inherit the wall tag's color register. Grain/weathering guidance: | Tag | Grain / texture character | Weathering note | |-----|---------------------------|-------------------| | `regular_facade` | Even punched-window grid, no added ornament | Weathers uniformly with the wall tag beneath it. | | `ornamental_facade` | Raised/carved detail catches shadow distinctly from the flat wall plane | Ornament erodes/chips *before* the flat wall does — detail loss is the earliest visible sign of Worn. | | `industrial_glazing` | Regular steel-mullion grid, factory-sash proportions (wide, short panes) | Mullion rust (if `steel_frame`) precedes glazing damage. | | `arcade_facade` | Strong repeating vertical shadow rhythm from the colonnade | Ground-level wear concentrates at column bases (foot traffic), not evenly. | | `shuttered_facade` | Shutters as a distinct, often higher-saturation accent color against the wall's muted register — this is the one facade tag allowed a saturation bump (bounded by §5's object-tier ceiling below) | Shutter paint fades/peels faster than the wall behind it — a secondary, faster weathering clock on the same building. | | `screen_facade` | Fine repeating perforation/louvre pattern, strong dappled shadow | Screen material (usually metal or timber lattice) weathers per its own material, independent of the wall plane behind. | | `colonnade` | Freestanding column rhythm, deep shadow gaps between wall plane and columns | Column bases weather fastest (ground contact, foot traffic) — same principle as arcade_facade. | | `lattice_screen` | Fine timber/metal lattice, mashrabiya-register — highest facade information-density texture in the set | Individual lattice elements can go missing at Cracked+ without the whole screen reading as "broken." | ### 3.4 Street surfaces | Tag | Hue range | Grain / texture character | Weathering baseline | |-----|-----------|---------------------------|----------------------| | `paved` | Neutral grey (`#66645e`) | Fine asphalt/poured texture, minimal joint pattern | Cracking, pothole pattern, patch-color mismatch (repairs never quite match original pour age). | | `cobble` | Warm grey-tan, matches `stone_wall`'s register | Strong individual-unit texture, visible mortar/sand joints | Displaced/missing setts at low condition, not surface cracking (it's a unit system, not a monolithic pour). | | `packed_earth` | Warm ochre-brown (`#7a6248`) | Irregular, rutted, no joint pattern | Erosion channels, puddling, vegetation encroachment at edges as condition drops (or rises — an unmaintained packed-earth street can look "worse" toward Intact-adjacent if it's simply less used, this tag is condition-light). | | `canal_way` | Water surface — hue driven by reflection/sediment, not a fixed material hue | N/A — water plane, not a solid surface | Water clarity/debris accumulation stands in for the condition ladder here. | | `elevated_walkway` | Match structural material used (steel_frame/timber/composite per template) | Grated or planked, visible support structure below | Structural weathering per the material tag, plus grate/plank gap wear from foot traffic. | | `heavy_haul` | Neutral dark grey (`#4e4c48`), reinforced-surface register | Deep rut/track wear pattern, wider joint spacing than `paved` | Track-line wear concentrates on wheel paths, not the full surface — an asymmetric wear pattern unlike `paved`'s even cracking. | | `boardwalk` | Warm grey-brown weathered timber (`#8a7a64`), coastal/wetland register — assume some grey weathering even at Intact, unlike `timber_wall` | Plank coursing, visible gap joints | Individual plank replacement creates natural color patchwork even at high condition — this is the one street tag where slight inconsistency reads as *authentic*, not neglected. | ### 3.5 Generic fallback placeholders `generic_wall` / `generic_roof` / `generic_facade` / `generic_street` render as a **flat, neutral, low-saturation grey** (`#6e6c68`, roughly the mean of the specific tags' hue ranges above) with **no grain and no weathering variation** — condition bands still apply structurally (a generic-fallback wall can still be "Broken" in silhouette/damage terms) but carry no material texture, so the player reads "this is a wall, its specific material hasn't loaded yet" rather than mistaking it for a deliberate concrete/stone choice. This is the visual expression of D-235's fallback chain — a placeholder must look *unfinished*, not like a legitimate flat concrete building, or its eventual upgrade-in-place would read as an inconsistent hue reskin instead of "detail arriving." --- ## 4. What Survives from Prior Documents Per D-244 (2026-06-16) and this ticket's acceptance criteria, the following principles from the pre-cascade documents are **inherited**, restated here in current (3D, D-235-token) terms rather than the old (2D sprite, era-ladder) terms they were originally written in: | Inherited principle | Original source | Current expression | |----------------------|------------------|----------------------| | **D-033 entity color = relationship to player** | visual-grammar-v01.md §3 | **Amended by D-154 (2026-03-17):** D-033's relationship-color palette (`#4a9ebb`, `#6bc9a6`, etc.) is NOT the default entity render in normal gameplay — normal gameplay shows **uniform dark gray/black (#1a1a1a) character outlines** at all times (the outline is a pure silhouette-separation artifact, D-150's inverted-hull method, carrying zero semantic information). D-033's colors display only within the **insert/perception-mode overlay** (alongside the minimap and name bubbles) — that is the designed channel for relationship/social data, not the character outline. Applies, where it does apply (the insert/perception overlay), regardless of render fidelity. | | **"Functional warmth"** — industrial infrastructure that people made livable, not military/not luxury | workshop-outcomes.md visual identity statements + Gore's naming | Standing mood target for the whole D-235 register above: hue ranges lean warm (terracotta, ochre, warm grey) rather than cool/clinical by default; the *cool* end of the palette is reserved for deliberately institutional template registers, not the default. | | **Environmental neutrality — strict zero shift (D-045)** | workshop-outcomes.md §1.10 | Unchanged, still active. The D-235 material register above is diegetic/static — condition bands (D-217) shift with simulated `prosperity_score`, never with narrative/investigation state. This document adds no new exception to D-045. | | **Entity always wins visual ties** (visual hierarchy: entity > object > structure) | visual-grammar-v01.md §1.4 / workshop-outcomes.md §1.4 | Survives as a rendering-order and saturation-hierarchy principle. In 3D terms: entity materials/outlines render at the highest effective saturation and are never occluded in a way that reads ambiguous against a similarly-toned prop. The saturation ceiling table (below) replaces the old sprite-outline-weight table. | | **Object favorite-color saturation ceiling** | visual-grammar-v01.md §3.6 | Restated: entity colors (D-033) remain the highest-saturation elements in any scene; object/prop colors (including the `shuttered_facade` accent exception in §3.3) stay moderate; structure/material register (§3) stays lowest. Same three-tier ceiling, now anchored to D-235 tags instead of "Era 1/2/3" object palettes. | | **Readability over beauty** | workshop-outcomes.md Principle 1 | Standing design principle, unchanged, applies to 3D rendering exactly as it applied to sprites. | | **Lighting-driven atmosphere, not baked mood** | workshop-outcomes.md Principle 2 / visual-grammar-v01.md's "sprites are shape templates" | Re-expressed in §2 above: toon shading gives shape + local shadow-band response; scene lighting (not baked texture darkening) still carries mood. The specific mechanism (Light2D CanvasModulate) is retired with the sprite pipeline, but the principle — materials stay neutral, the lighting rig does the emotional work — carries forward to whatever 3D lighting setup Phase 5 builds. | --- ## 5. Superseded Documents Two earlier documents overlap this one. Both are **explicitly marked superseded** here (and should carry a pointer back to this section) so no two contradictory style documents stay live at the same time: - **`docs/design/visual-grammar-v01.md`** — already carries its own superseded banner (2026-06-12, pointing at D-235/D-228 + character-visuals-spec.md). That banner is correct and unchanged by this ticket. What's **specifically superseded**: the entire sprite-era production model (§2 entity sprite dimensions, §4 z-level stack as sprite layers, §5 typography-for-sprite-canvas sizing, §6 two-tier animation frame-count tables, §9 resolution chain / Nano Banana workflow, and the **three-construction-era material ladder** (§1.2–§1.4's Era 1/2/3 zone palettes) — the era ladder is the exact thing D-235 retired by name ("Era is NOT a material filter here"). What's **not superseded, just relocated**: D-033 entity color values and D-045 environmental neutrality, both restated current in §4 above. - **`docs/workshops/art-direction-mood-board/workshop-outcomes.md`** — this is a workshop transcript (type: workshop, status: archived) and correctly stays archived as a historical record; it is **not** live style guidance and should not be read as such. Its **candidate decisions** (D-042 through D-051 as originally proposed in §7) were formally recorded as the perception.md decisions cited throughout this document (D-033, D-043, D-044, D-045, D-046 etc.) — those decision records are the living artifact, not the workshop prose. Its **three-construction-era material system** (§1.8) is superseded by D-235 for the same reason as above. Its **camera angle content** (§1.2, §9.3) is superseded by D-148 per §1 above. Everything else in it (lighting three-reference model, fog cone shape, two-tier animation, insert overlay bloom spec, z-stack layer *concept* — not its sprite-specific implementation detail) remains valid design intent, inherited into current decisions rather than into this document directly. **Going forward:** this document (`palette.md`) is the single live style bible for Phase 4+ rendered look. New style guidance should land here, not in a new parallel document, unless it's genuinely a different concern (e.g. the model-naming/manifest conventions living in `docs/assets/visual/conventions.md`, authored separately under T-1050). --- ## Appendix — Decision Cross-References | Decision | Relevance | |----------|-----------| | D-019 | Original top-down camera + offline-renderer −72.5° angle. Superseded for gameplay by D-148; survives for the offline 2D-artwork render rig. | | D-033 | Entity color = relationship to player. Still the primary relationship-information color system, but **amended by D-154** — displays only in the insert/perception-mode overlay, not as the default character render. | | D-045 | Environmental neutrality — strict zero shift. Governs how the D-235 material register (§3) may and may not respond to game state. | | D-148 | 30° low-angle gameplay `Camera3D`, supersedes D-019 for gameplay. | | D-154 | Character outline is uniform dark gray/black at all times in normal gameplay — carries zero semantic information. Amends D-033: relationship colors move to the insert/perception-mode overlay only. See §4's corrected D-033 row. | | D-149 | 3D characters rendered live in scene, not pre-rendered sprites. Backing precedent for §1's camera reasoning (no more sprites to render "at the angle" during play) and for §2's shared-shader-family argument (characters and environment props come off the same live-3D pipeline). | | D-217 | Tile condition thresholds (prosperity_score bands) — the weathering-baseline mechanism referenced throughout §3. | | D-232 | Trait-template catalog — era reframed as maintenance/wear + past-vogue holdover, not a material-tech ladder. Backing rationale for retiring the Era 1/2/3 ladder in §5. | | D-235 | Building exterior visual grammar + ratified ObjectTag vocabulary (`object_tag_vocabulary.toml`). §3 is this document's rendered-look layer on top of D-235's logical tokens; §2's glazing carve-out names its ratified `glass_curtain_wall`/`industrial_glazing` tokens. | | D-244 | 3D objects in-world; 2D limited to textures + flat artwork. Establishes the toon-shader-family context for §2 and retires the sprite catalog framing this document used to have. | | D-257 | Environment props share the character toon shading treatment; minimal-PBR carve-out for glazing. The binding authority for §2 — this document states the practical guidance, D-257 is the decision record. |