Pigment feel. Soft edges. Illustration lighting.
Sublooks
- Watercolor: paper grain, bleeds, light washes
- Oil: thicker strokes, richer impasto suggestion in texture
Tenets
- Soft terminators
- Pigment/paper overlays in mat or comp
- Limited harsh specular
- Composition like a canvas, not a game HUD shot
Recipe
Target a soft, warm, low-spec look: roughness 0.85+, wide soft light, glow and gentle vignette, paper/canvas texture added at the end.
- Material:
pbr_material.pyroughness0.9,specular_ior_level0.1,metallic0 with a painted albedo. - Lighting:
light_rig.pypresetgolden_hour(warm key, cool fill, soft terminators). - Render:
render_preset.pyeevee_final. - Grade:
comp_grade.pypresetstylized_bloomwithwarmth0.2 andvignette0.3. - Pigment/paper: no script covers it. Multiply a paper-grain Image Texture over the final image in the compositor (Mix node, Multiply, factor ~0.3), and for watercolor soften edges with a small Blur node on the color pass.
import runpy
skills = "<skills_dir>" # parent folder of this skill (the plugin's skills/ directory)
target = "SM_Asset" # object to style / dress
r = {}
r["material"] = runpy.run_path(f"{skills}/materials/scripts/pbr_material.py", init_globals={"ARGS": {"name": "MAT_Painterly", "base_color": [0.6, 0.45, 0.3], "roughness": 0.9, "metallic": 0.0, "specular_ior_level": 0.1, "objects": [target]}})["result"]
r["light"] = runpy.run_path(f"{skills}/lighting/scripts/light_rig.py", init_globals={"ARGS": {"preset": "golden_hour", "target": target}})["result"]
r["render"] = runpy.run_path(f"{skills}/rendering/scripts/render_preset.py", init_globals={"ARGS": {"preset": "eevee_final"}})["result"]
r["grade"] = runpy.run_path(f"{skills}/compositing/scripts/comp_grade.py", init_globals={"ARGS": {"preset": "stylized_bloom", "warmth": 0.2, "vignette": 0.3}})["result"]
result = r