Tip
This version is still in development and, while is already very usable, it still might be not as stable and lacks a few features from previous version. If you wish to use legacy version of HueBlocks, click here.

Create beautiful block gradients in a few clicks!
HueBlocks is an online Minecraft block gradients generator.
It's simple: pick colours or blocks you want, set amount of blocks between them, press the Big Black Button et voila!
Additionally, you can:
- Choose Minecraft Java Edition version which blocks you're interested in
- Use palettes to generate gradients using only specific sets of blocks, or even create your own palettes and share them with others via JSON import/export tool
- Filter textures by their facing (for example, if you're building a house wall, you're probably not that interested in blocks that only have a fitting texture on their top side)
- Switch between RGB and OkLAB colourspaces
- and more!
By default, HB comes with blocks from latest stable MCJE (1.21.11 as of Jan '26) and MCJE 1.13.2 (last version to have Programmer's Art by default). If you need some other version, you can either fork a repo and host an instance with your own blocksets (see below), or just DM me and I'll consider adding it here (as long as it is a vanilla Java Edition version available from Mojang Studios servers).
Please note that not every single texture is included! All blocks with fully transparent pixels (i.e. flowers or trapdoors — but not semi-opaque blocks like stained glass), biome-/foliage-affected (such as grass and leaves), and overly-similar looking blocks were scrapped for the sake of better gradient appearance. All of these paramaters, as well as palette presets, are fully configurable on backend side, so you can easily tweak it for your need on your instance.
HueBlocks consists of two parts — a Vue SPA web app (vueblocks) and a Python blocksets data generator (jar2blockset). Just like the legacy version, it has no actual back-end — all textures are downloaded, extracted and processed using Github Actions after every push, and then stored on their servers instead.
For each of these parts, there is a separate README with more details and documentation. So:
- If you want to create blocksets from your own textures or change generation configs (i.e. to include semi-transparent blocks, use custom palettes or edit textures blacklist) — check this,
- And if you want to mess with web app (it's very modular by design, so, if you know Vue 3, even something as creating a whole new separate mode shouldn't take much time) — check that.
Additionally, if you're interested in color theory behind most of calculations, I highly recommend checking out Gneiss Name channel on YouTube. His videos have greatly helped me refresh my memory on the basics, and also were great introductions to some topics I didn't understand before.
In particular, I recommend watching these episodes as sort of QnA:
- What is OkLAB, and how is it different from (s)RGB?
- What's the purpose of taking sqrt of squares for averaging block colour?
- How exactly is block texture noise calculated?
You can also check the j2bs source code for additional sources, commented right next to the code itself.
All the textures data provided by the Github Pages version are live extracted and processed from client JAR files live downloaded from Mojang's Piston Meta servers API using HTTP calls, and NOT provided in the repository itself. All rights on both the JAR files and the textures belong to Mojang Studios, and used for demonstration purposes only!