Band 6 – Every Combo, Perfect Order

Each tile represents a Rubik’s Cube face as a 9-digit base-6 number — every position (centre excluded) encoded with a colour value from 0 to 5.

Tiles are sorted numerically by this base-6 value (from 000000000 to 555555555), then arranged left to right, top to bottom on a 3888×2592 grid.

No repeats. No omissions. Just every possible combination, in exact order.

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Band 6 – RGB Inverted 

Band 6 – Every Combo, Inverted

Each tile shows a Rubik’s Cube face as a 9-digit base-6 number 
Colours are inverted from the classic Rubik’s palette — giving a fresh, high-contrast twist on every single combination.

No repeats. No omissions. Just all 10,077,696, with colour flipped.

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Spiral – Every Combo, Winding Inward

Tiles are placed by stepping in a clockwise spiral: right → down → left → up — tightening inward whenever the path is blocked. The algorithm checks each move, only proceeding if the next space is free and within bounds.

This continues until all 10,077,696 tiles fill the 3888×2592 grid — one by one, no repeats. A perfect spiral path, generated entirely from logic.

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Warm - Cool - Bias

Each Rubik’s Cube face is scored:

(+2 red) + (+1 yellow) − (1 blue) — a rough measure of “warmth.”

Faces are sorted by this score, then mapped left to right, top to bottom on a 3888×2592 grid.

A gradient from cool to warm, using only exact Rubik’s Cube colours. No repeats. No omissions.

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Perlin Clumps

Tiles are sorted by brightness using original Rubik’s colours, then distributed across a 3888×2592 grid based on a Perlin noise field.

This creates natural clusters — smooth zones of similar brightness — without breaking the golden rule:

All 10,077,696 combinations. No repeats. No gaps.

Zoom in and it comes alive — every swirl is pure cube logic.

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Entropy

Each Rubik’s Cube face is scored by entropy — a measure of how evenly the six colours are distributed.

Tiles with fewer repeated colours rank high. Uniform faces rank low.

Sorted by entropy, arranged in a 3888×2592 grid.

Every single face — once, and only once.

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N-ary Gray-Code Order

Each face is encoded as a 9-digit base-6 number and reordered using a Gray-code scheme — where each step changes only one digit. This produces a smooth, continuous progression through all 10,077,696 cube faces, minimising visual jumps.

Sorted in Gray-code order, mapped left-to-right, top-to-bottom on a 3888×2592 grid.

No repeats. No omissions.

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N-ary Gray-Code Order – Inverted RGB

Faces follow a 9-digit base-6 Gray-code path — each step alters a single tile, creating a minimal-change sequence through all combinations.

The colours are inverted from the traditional Rubik’s palette (e.g., red → cyan, green → magenta), flipping the visual logic.

All 10,077,696 face combinations used exactly once. Ordered smoothly across a 3888×2592 grid.

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Morton Order – Bitwise Zigs and Zags

Each tile is a Rubik’s Cube face, placed according to 2D Morton order (Z-order curve).

This bit-interleaved pattern traverses the 3888×2592 grid in a zigzagging cascade of X/Y bits — clustering similar values and creating pixelated textures of ordered chaos.

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