Feature request: custom/hex color input (or deeper swatch coverage) for texture layers
Stephen Abrams
I'm designing a multi-key set with material-based textures - each material has a base color and an overlay color for the texture/grain, both meant to stay in the same color family (e.g. two related browns for wood grain) so it reads as one material rather than a graphic printed on top.
In practice, I keep running into the same wall: the fixed swatch list for a given hue often doesn't have a dark option that's still saturated. In the Brown set, for example, the swatches that are meaningfully darker than a mid-tone brown base also drop to noticeably less saturated (greyer) - there isn't a dark-and-still-warm option available. So I'm stuck choosing between three bad options: accept a texture that's too low-contrast to read, accept a texture that reads grey/muted instead of matching the wood tone, or break the "same material family" rule and reach into a different color group entirely.
For comparison, this wasn't a problem in the Blue set I used elsewhere in the same design - it had darker, still-saturated options near my base tone, so that pair worked on the first try. It seems like some hue families in the current swatch libraries are just less densely populated at the darker end than others, which makes this an inconsistent experience depending on which color family your material happens to use.
A custom color/hex input for texture/overlay layers would solve this directly - even a simple RGB or hex field would do it. If that's a bigger lift, an alternative would be auditing the existing swatch sets to make sure each hue family has options across the full brightness range without losing saturation, so results are more consistent across colors.
Happy to share more detail on the specific swatches/values if useful - just wanted to flag this as a real gap I hit, not a one-off preference. Thanks!