I found this awesome article about Procedural Color Palette and thought that would be very useful for my Houdini projects.
Without further ado, here is the Attribute Wrangle implementing this algorithm:
float t = @t;
vector a = @Cd * chv('base');
vector b = chv('gain');
vector c = chv('wavelength');
vector d = chv('phase');
@Cd = clamp(a + b*cos(M_TWO_PI * (c*t + d)), 0, 1);
In that particular case, I’m using @t point attribute to choose the final color, but obviously something else could be used.
Here is the result: