Base colour
Harmony points
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Colour theory becomes concrete once you can see it: every colour a screen can show sits at one point inside the HSV cylinder, where angle is hue, radius is saturation and height is value. This simulation renders that solid as a real 3D point cloud, drops a marker on the colour you choose with the Hue/Saturation/Value sliders, and lets you reveal the classic harmony rules — complementary, analogous, triadic, split-complementary, tetradic — as rigid geometric shapes (a diameter, an arc, a triangle, a square) inscribed around the cylinder's axis. Rotate the view to watch a harmony scheme stay a perfect polygon no matter where you move the base colour, and read the resulting swatches, hex codes and hue offsets live.