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Classic fractal coloring maps iteration count or distance to a cycled multi-stop ramp with a dark base so bright filaments glow

In fractal rendering, the aesthetic coloring convention is to map a varying quantity — iteration count (how many steps before divergence) or distance from the nearest feature — onto a smooth multi-stop color ramp that is cycled with palette-cycle. The base color should be dark so that bright filaments and edges appear to glow against it, following the photographic principle of high contrast. A noise-field tint can prevent the coloring from appearing sterile. gamma-correction is important: without it, gradients look uneven due to display non-linearity. The same convention applies whether building in GLSL (direct iteration count) or Hydra (colorama cycling on a feedback-zoom tunnel).

Examples

GLSL: col = palette(float(i)/maxIter + u_time*0.1) where palette is a cosine ramp. Hydra: .colorama(0.05) on a feedback zoom output cycles hues over time.

Assessment

Describe what is mapped to the color ramp in classic fractal coloring. Why is a dark base preferred? What does gamma-correction correct for, and what visual artifact does omitting it produce?

“A smooth multi-stop ramp cycled by `palette-cycle`, mapped to iteration count or distance — the classic fractal coloring. Deep dark base so bright filaments glow (mind `gamma-correction`)”
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