Interior Color
The creature's interior color presets — tint and glow values, where they are defined, and which surfaces expose them.
The creature's body is the same on every surface: one liquescent form, one set of physics. Only the interior color varies. An interior color is two RGB triples, each component in 0–1:
tint— what light looks like passing through the body (absorption).glow— the interior emissive color.
The renderer (@motebit/render-engine, InteriorColor in src/spec.ts) also accepts an optional glowIntensity; it defaults to 0.
Presets
The canonical preset table is COLOR_PRESETS in @motebit/sdk (packages/sdk/src/color-presets.ts). Desktop and mobile import it from there.
| Preset | tint | glow | Character |
|---|---|---|---|
moonlight | [0.95, 0.95, 1.0] | [0.8, 0.85, 1.0] | Cool near-white — the default, unmarked substrate |
amber | [1.0, 0.85, 0.6] | [0.9, 0.7, 0.3] | Warm gold |
rose | [1.0, 0.82, 0.88] | [0.9, 0.5, 0.6] | Soft pink |
violet | [0.88, 0.8, 1.0] | [0.6, 0.4, 0.9] | Deep purple |
cyan | [0.8, 0.95, 1.0] | [0.3, 0.8, 0.9] | Electric teal |
ember | [1.0, 0.75, 0.65] | [0.9, 0.35, 0.2] | Deep red-orange |
sage | [0.82, 0.95, 0.85] | [0.4, 0.75, 0.5] | Muted green |
An earlier borosilicate preset was removed. Desktop and mobile remap a saved borosilicate selection to moonlight on load.
Custom colors
Besides the presets, the desktop and mobile appearance settings offer a custom color: a hue and saturation pair that deriveInteriorColor(hue, saturation) turns into an InteriorColor.
Why only the interior changes
The body's optics (transmission, refraction, iridescence) are fixed. Color is expressed inside the body, never painted onto its surface. See The Droplet for the derivation.