How one pixel gets its colour
Every pixel in an EBSD map carries a full orientation: three Euler angles, courtesy of part 1. A screen pixel can only show one colour. So a choice has to be made about what to throw away, and the inverse pole figure colouring is that choice, standardised. Pick one direction in the specimen, say, the surface normal. Ask which crystal direction is parallel to it. Colour by the answer.
The answer lives in the inverse pole figure: the specimen direction, expressed in crystal coordinates. For a cubic crystal, symmetry folds every possible direction into one small spherical triangle with corners at [001], [101] and [111]: the standard triangle. Directions near [001] are painted red, near [101] green, near [111] blue, and everything in between is a mixture. Rotate the crystal below and watch the pole wander around the triangle while the colour follows.
Drag to rotate the crystal over the specimen
The recipe, written out: this is what every EBSD package does per pixel, a million times per map:
vcrystal = g · vspecimen → fold by symmetry into the standard triangle → RGB g is the pixel's orientation from indexing. For cubic crystals the 24 rotations plus the centrosymmetry of the technique give 48 copies of every direction; the standard triangle is the one wedge that contains exactly one copy. The RGB mix is barycentric-ish: red weight from closeness to [001], green from [101], blue from [111], then normalised so something saturates, which is why vendors' maps of identical data differ subtly in brightness and hue.Go deeper: the colour key is a convention, not a law
Nothing about the physics prefers red at [001]. The choice is inherited from TSL's early software and is now near-universal, but the normalisation, the gamma, and even which corner of the triangle gets which primary differ between packages: MTEX, OIM, AZtec and CHANNEL5 will hand you four slightly different rainbows for the same file. Two consequences: never compare hues across papers that used different software without checking the keys, and never quantify anything by eye from the colours. The orientations are in the file; the colours are for finding your way around.
There is also a mathematically careful version of this complaint: the standard colouring is not perceptually uniform (equal orientation distances do not map to equal colour distances), and it is discontinuous for lower crystal symmetries. Nolze and Hielscher's "orientations – perfectly colored" work is the fix the field mostly has not adopted.
The same map, three ways
Here is one synthetic microstructure: the orientations underneath never change. The three chips recolour it as IPF-X, IPF-Y and IPF-Z. Grains that match in one colouring split apart in another; grains that look like twins in one view look unrelated in the next. If a figure caption does not say which reference direction was used, the map is not readable; it is only lookable-at.
Go deeper: which way is up? The reference-frame swamp
Everything above assumed we agree what "specimen X" means. In practice the EBSD world has spent thirty years disagreeing. The camera has a frame, the image has a frame (y down!), the stage has a frame, the sample sits tilted 70° in it, and the two major vendors chose different conventions for how the pattern relates to the map. Move a dataset between packages carelessly and the classic symptom is a map that looks fine but whose orientations are reflected or rotated: pole figures come out mirrored, and every misorientation axis is wrong while every misorientation angle stays right, which is exactly the kind of error that survives review.
Britton et al.'s "Tutorial: crystal orientations and EBSD — Or which way is up?" exists because of how often this has burned people. The defensive habits: record which convention your acquisition used, sanity-check a known texture (a rolled sheet should put its cube component where cube belongs), and treat any imported dataset as guilty until a known grain proves otherwise.
An IPF map is a hash of the data, not the data. It is superb for seeing grains, spotting texture at a glance, and finding regions worth interrogating, and unsafe for any quantitative claim. The moment an argument depends on colour, go back to the orientations.
Sources & further reading
- T. B. Britton et al., “Tutorial: Crystal orientations and EBSD — Or which way is up?” Mater. Charact. 117, 113 (2016): the reference-frame tutorial this page's second module compresses.
- G. Nolze, “Euler angles and crystal symmetry,” Cryst. Res. Technol. 50, 188 (2015): conventions, and how orientations get mangled moving between packages.
- G. Nolze, R. Hielscher, “Orientations – perfectly colored,” J. Appl. Cryst. 49, 1786 (2016): what a mathematically well-behaved orientation colouring looks like, and why the standard one is not.
- S. I. Wright, M. M. Nowell, D. P. Field, “A review of strain analysis using electron backscatter diffraction,” Microsc. Microanal. 17, 316 (2011): for what maps can carry beyond orientation, previewing part 7.
- A. J. Schwartz, M. Kumar, B. L. Adams, D. P. Field (eds.), Electron Backscatter Diffraction in Materials Science, 2nd ed., Springer (2009): chapters 3 and 18 for orientation representation and mapping practice.
- V. Randle, O. Engler, Introduction to Texture Analysis, 2nd ed., CRC Press (2010): the standard triangle, pole figures and inverse pole figures from first principles.