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Acuarela

Paints the picture as a watercolour, with flat washes of colour and the grain of the paper. Darker paint gathers where the washes meet and shapes stay readable, so it works on moving footage as well as on stills.

Group: Light & Stylize · How to add an effect

Left: original. Right: Acuarela at its default settings.

Use it for: a painted, storybook look · softening busy projections into calm fields of colour · a hand-made feel for titles and backgrounds.

  • Wash – how flat the colour gets.
  • Bleed – how far wet paint runs over the edges.
  • Edges – the darker paint along every border.
  • Granulation and Paper – the grain and relief of the paper.

Tip: for a still picture or a slow shot, set Flow to 0.3 or more: the wet edges and patches keep moving, as if the paint were still drying.

The four presets on the moving dancer, in sync.

Pick one in the Preset row of the effect card. It sets all controls at once, in one undo step, and the row then shows its name until you change something. A control with keyframes keeps them, and the card says so.

Fine Study – small washes, crisp dark edges and little paper. Faces and hands stay readable; a careful study rather than a sketch.

Loose Wash – big, flat patches in a few tones with hard, dark edges and few stains. A quick, loose sketch; faces lose their features, so use it for bodies, crowds and places.

Wet in Wet – colour runs far over soft borders, big blooms stain the background, and the wet areas drift with the playhead. For dreams and memories, and for slow or still shots.

Pale Paper – a thin wash on coarse, strongly grained paper that shows through, with the shadows lifted to indigo. A faded page from a sketchbook; calm enough to put text over.

Properties, Effects with an Acuarela card: the Preset menu showing Loose Wash, then Mix, the Paint section with Wash, Bleed, Edges, Simplify, Blooms and Shadow Pigment, the Paper section with Granulation, Paper, Grain Size and Lift, and the Motion section with Flow

Acuarela with the Loose Wash preset. 1 — Preset: pick a starting point. 2 — Wash: how flat the colour gets. 3 — Edges: the darker paint along every border. 4 — Granulation: pigment in the paper grain. 5 — Flow: lets the wet paint drift.

The card sorts the controls into Paint, Paper and Motion sections that fold away; the preview updates while you drag. The loops beside Mix, Paint and Paper run on a still photo of the dancer, so only the control changes; Flow, which is about movement, runs on the moving dancer.

Mix from 0 to 1 and back, on a still photo.

Mix – how much of the painting covers the original. 1 is the full watercolour, 0.5 lays it half over the photo, so faces get some detail back. At 0 the picture is untouched and the effect costs nothing. 0 to 1, default 1.

Wash from 0 to 12 px and back, on a still photo.

Wash – how far the colour flattens into washes. The wash stops at the borders of shapes, so they stay sharp while their inside turns into one colour. 1–2 keeps fine detail, 5 is a classic watercolour, 8 and more paints loose patches and wipes out small features such as eyes. Even 0 still smooths by half a pixel. 0 to 12 px, default 5.5 px.

Bleed from 0 to 30 px and back, on a still photo.

Bleed – how wet the paint is. A few large wet patches lie over the frame; there the outlines wobble and colour runs across the borders. 0 keeps every edge dry and still, 8 gives a gentle wobble, 20 and more lets colour flood out of shapes. The wobble stops growing at 16 px (the card says so); higher values only widen the bleeding. 0 to 30 px, default 8 px.

Edges from 0 to 2 and back, at Wash 2 px, on a still photo.

Edges – the darker paint that gathers along the border of every wash, as it does when real watercolour dries. Without it (0) the painting looks pale and flat; 1 to 1.5 is natural; 2 draws a clear dark rim, almost like ink. The darkest pooled paint is a deeper tone of the same colour, never black. 0 to 2, default 1.2.

Simplify from 0 to 1 and back, at Wash 2 px, on a still photo.

Simplify – how far the brightness steps into a few flat tones, like glazes laid one over another. 0 keeps the photo’s smooth gradients, 0.5 hints at the steps, 1 gives six clear tones; the colours stay as they are. 0 to 1, default 0.5.

Blooms from 0 to 2 and back, on a still photo.

Blooms – a few stains with a lighter inside and a dark, ragged rim, where water ran back into drying paint. They appear only in flat areas such as a sky or a dark stage, never on busy detail. 0.5 is a hint, 1–2 makes them a strong part of the picture. They stay in place on the frame. 0 to 2, default 0.5.

Shadow Pigment from 0 to 1 and back, on a still photo.

Shadow Pigment – watercolour has no true black. This lifts the darkest parts, the pooled edges too, to a dark indigo paint. 0 keeps the black of the footage, 1 paints all shadows in indigo, softer and cooler. 0 to 1, default 0.5.

Granulation from 0 to 2 and back, on a still photo.

Granulation – pigment that settles in the valleys of the paper, as coarse paint does. It shows most in the mid tones and on dense paint; light skin and white stay cleaner. 0 gives smooth washes, 0.6 a fine speckle, 2 a strong, sandy grain. 0 to 2, default 0.6.

Paper from 0 to 2 and back, on a still photo.

Paper – the relief of the paper, lit from one side, as if the painting lay under a lamp. It shows on light and middle tones; dense dark paint hides it. 0 turns it off, 0.6 is a subtle texture, 2 a rough, handmade sheet. 0 to 2, default 0.6.

Grain Size from 0.25 to 4× and back, on a still photo.

Grain Size – how coarse the paper is, for Granulation and Paper together. 1 is a standard cold-pressed sheet; 0.5 is smooth hot-pressed paper, 2–4 a rough sheet whose grain reads even on a large projection. 0.25 to 4×, default 1×.

Lift from 0 to 1 and back, on a still photo.

Lift – lets the white paper shine through, like a wash that was lifted with a sponge. 0.1 softens the darkest tones a little, 0.4 gives a pale, airy page, 1 leaves only a faint tint (80 % paper). 0 to 1, default 0.1.

Flow 0 and 2 at Bleed 20, close up, about 1.6 seconds each.

Flow – lets the wet paint move on its own: the wobble of the outlines and the wet patches drift slowly with the playhead, while the paper and the blooms stay put. At 0 everything holds still, which suits moving footage; 0.3–1 gives a still picture a quiet life; 2 makes the edges crawl. It reads the timeline time, so the export matches the preview; keyframing Flow makes the paint jump, so set it once per clip. Its effect grows with Bleed. 0 to 2, default 0.

The first half of the Acuarela graph: Input Frame feeds Premultiplied Source; Wet Patches & Bleed and Premultiplied Source feed Pigment Wash; its First Wash goes into Second Wash & Wet Bleeding, which feeds Pigment Wash into Edge Pooling

Acuarela opened in the Nodes tab, first half (Constants, Coordinates, Parameters and the later stages left out). 1 — Premultiplied Source (cached): the frame, ready for clean reads. 2 — Wet Patches & Bleed: where the paint is wet. 3 — Pigment Wash (edge-aware, cached): flat colour inside shapes. 4 — Second Wash & Wet Bleeding (cached): flatter, and running where wet. 5 — Edge Pooling: dark paint along the borders.

The second half of the Acuarela graph: the second wash feeds Edge Pooling; Edge Pooling feeds Paper & Granulation, Blooms, Simplify and Pigment Density; these feed Pigment Density, which feeds Shadow Pigment, and Paper Light, Lift & Mix finishes the painting

Second half. 1 — Paper & Granulation: the paper and the pigment in its grain. 2 — Blooms: the stains. 3 — Simplify (tones): a few flat tones. 4 — Pigment Density: more or less paint. 5 — Shadow Pigment: black to indigo. 6 — Paper Light, Lift & Mix: the paper's light and the blend.

Acuarela paints in the order a painter works, one folder per stage in the Nodes tab. Premultiplied Source (cached) keeps the frame ready for clean reads, also at transparent edges. Wet Patches & Bleed decides where the paint is wet, Pigment Wash (edge-aware, cached) and Second Wash & Wet Bleeding (cached) flatten the colour, and Edge Pooling finds the borders. Paper & Granulation, Blooms and Simplify (tones) prepare the paper, the stains and the tones; Pigment Density turns all of it into more or less paint, Shadow Pigment lifts black to indigo, and Paper Light, Lift & Mix lights the paper and blends with the original. Frame & Paper Coordinates measures every size in pixels of a 1080p frame. Click a folder’s header to open it; the sections below show what is inside.

Inside the Wet Patches & Bleed folder: the Wet Field Noise goes through a Smoothstep into the Wet Area, a Clamp turns Bleed ÷ 10 into the Bleed Share, and a Multiply joins both into the Wet Patches; Wobble Noise X and Y are combined and centred, the Wobble Reach is capped by a Minimum, a Multiply scales the wobble into the Wobble Offset, and an Add moves UV to the Read Position

Inside Wet Patches & Bleed, reduced to its recipe (the noise settings and the wet thresholds are left out). 1 — Wet Area: where the paint could be wet. 2 — Wet Patches: how wet, with Bleed. 3 — Capped Reach: at most 12 px. 4 — Read Position: where the wash reads. 5 — Wobble Offset (px): how far the read wobbles.

Wet Area – a slow noise field over the frame, cut by a Smoothstep between 0.55 and 0.75: a few large, soft-edged patches. Flow moves the noise, so the patches drift.

Wet Patches – the Wet Area times the Bleed Share (Bleed ÷ 10, at most 1). From Bleed 10 on, the patches are fully wet; the washes widen there and their colour runs.

Capped Reach – how far the read position may wobble: Bleed × (0.25 + 0.5 × wet), at most 12 px. The cap keeps neighbouring pixels from reading rows far apart, which would fold the picture into stepped copies.

Wobble Offset (px) – two smooth noise fields, centred around zero, times twice the reach: the shift of every pixel’s read position.

Read Position – the pixel’s own place plus that shift. The first wash reads the frame there, so outlines wobble a little, most of all in the wet patches.

Inside the Pigment Wash folder: a Multiply turns Wash (≥ 0) and 1 + 0.3 Wet into the sigma; a Mix of the wet patches gives the colour tolerance; Divide, Add and Subtract turn the Colour Distance² and the Distance Term into an exponent, Exponential gives the Tap Weight; Sample Image reads each tap from the Premultiplied Source; Kernel Sum (Grid) sums them, Normalize by Weight divides, and Cache Image stores the First Wash

Inside Pigment Wash, reduced to its recipe (the tap jitter and how the distances are formed are left out). 1 — Multiply: the wash size. 2 — Mix: how different a colour may be. 3 — Exponential: the weight of a tap. 4 — Kernel Sum (Grid): all 49 taps. 5 — Cache Image: the first wash.

Multiply – the wash size in pixels of a 1080p frame: Wash, 30 % wider in wet patches.

Mix – the colour tolerance: 0.1 where the paper is dry, 0.3 where it is wet. A tap whose colour differs more than that from the centre barely counts, so the wash stops at borders.

Exponential – the weight of every tap: it falls with the distance from the centre (relative to the wash size) and with the colour difference. This is an edge-aware (bilateral) blur.

Kernel Sum (Grid) – adds 7 × 7 weighted taps around the read position. The grid is turned and shifted a little for every pixel, so thin lines turn into fine grain instead of ghost copies; Normalize by Weight divides by the summed weights.

Cache Image – stores the first wash for the next pass.

Inside the Second Wash folder: 0.6 Wash plus 0.25 Bleed times the Wet Patches gives the second sigma in an Add; Sample Image reads the First Wash at each Tap Position, Exponential gives the Tap Weight, Kernel Sum (Grid) and Normalize by Weight average the taps, and Cache Image stores the Pigment Wash

Inside Second Wash & Wet Bleeding, reduced to its recipe (the distances and the colour tolerance are left out). 1 — Add: the second wash size. 2 — Exponential: the weight of a tap. 3 — Kernel Sum (Grid): all 49 taps. 4 — Cache Image: the finished wash.

Add – the size of the second wash: 0.6 × Wash, plus 0.25 × Bleed in the wet patches. Washing a wash again flattens the colour inside shapes further and keeps their borders, like a painter’s second layer.

Exponential – the same tap weight as in the first wash, but with a colour tolerance that grows to 0.5 where the paint is wet: there colour crosses the borders and runs.

Kernel Sum (Grid) – the 7 × 7 taps around the pixel, read from the first wash at its own place (no wobble this time).

Cache Image – the finished pigment wash. Edge Pooling, Simplify and the paper stages all read it.

Inside the Edge Pooling folder: Luminance of the Neighbourhood Colour minus Luminance of the Wash Colour is the Local Contrast; two Smoothstep cards turn it and its negative into the Dark Side and the Light Side; their weighted difference is the Pooling Shape, a Multiply with 1 − 0.6 Wet makes it drier, and a last Multiply with Edges gives the Edge Pooling

Inside Edge Pooling, reduced to its recipe (the Gaussian neighbourhood is left out). 1 — Local Contrast: how much darker the pixel is. 2 — Dark Side: the darker side of a border. 3 — Light Side: the lighter side. 4 — Pooling (drier): less in wet paint. 5 — Edge Pooling: times Edges.

Local Contrast – the brightness of the neighbourhood (a soft average over about 6 px) minus the pixel’s own. Next to a border it is positive on the darker side and negative on the lighter one, and it fades over a few pixels.

Dark Side – a Smoothstep from 0.005 to 0.08 of that contrast: a soft band 2–4 px wide on the darker side of every border, where pigment pools. It counts 1.5 times.

Light Side – the same on the lighter side, counted 0.25 times and taken away: the paper next to a pooled edge looks a little brighter.

Pooling (drier) – the pooling shape times 1 − 0.6 × wet: in wet paint the edges stay softer.

Edge Pooling – times Edges. This is the extra pigment Pigment Density adds along the borders.

Inside the Paper & Granulation folder: Fractal Noise at the Grain Position is the Paper Height; Clamp turns 0.5 + Slope × 4 into the Paper Relief; Subtract of the Slope Right and Below gives the Paper Slope; the Valley Depth times 1.3 times 0.3 + Pigment, plus the Uneven Density, gives the Granulation Shape; an Add of the Mid-tone Share gives the Paper Visibility; two Multiply cards scale the shape by it and by Granulation

Inside Paper & Granulation, reduced to its recipe (the noise settings and the mid-tone bell are left out). 1 — Paper Relief: the paper's light and shade. 2 — Paper Slope: which way the paper tilts. 3 — Paper Visibility: where paper shows. 4 — Granulation: pigment in the valleys.

The paper is three layers of Fractal Noise, the Paper Height, its size set by Grain Size. It stays fixed on the frame.

Paper Slope – the height one pixel to the right and one below, each minus the height here: the tilt of the paper, as if lit from one side.

Paper Relief – 0.5 plus four times the slope, kept between 0 and 1: light where the paper faces the lamp, shade where it turns away. Paper Light, Lift & Mix uses it.

Paper Visibility – where the paper shows: 0.2 everywhere, up to 1 in the middle tones of the wash; dense dark paint and near-white (skin, a white dress, sky) show less of it.

Granulation – pigment that settles in the valleys: (0.55 − height) × 1.3 × (0.3 + the amount of pigment), plus a slow, uneven density, times the visibility and Granulation.

Inside the Blooms folder: the Bloom Noise plus a Ragged Fringe is the Bloom Field; a Smoothstep gives the Bloom Inside and an Exponential the thin Bloom Rim; Rim × 1.1 minus Inside × 0.5 is the Bloom Shape; a Smoothstep of the Gate Noise gives the Bloom Gate, a Smoothstep of the local contrast the Busy Area and a Subtract the Flat Area; Multiply cards join them into the Bloom Place, the Placed Bloom and, with Blooms, the Blooms output

Inside Blooms, reduced to its recipe (the noise settings and thresholds are left out). 1 — Bloom Inside: the stain itself. 2 — Bloom Shape: dark rim, lighter inside. 3 — Bloom Gate: only a few places. 4 — Bloom Place: only in flat areas. 5 — Blooms: times the control.

Bloom Inside – a noise field with a ragged fringe, cut sharply at 0.6: the inside of a stain.

Bloom Shape – a thin rim right at that cut (an Exponential of the distance, counted 1.1 times) minus half the inside: the rim gets more pigment, the inside less, like water that pushed the paint outwards.

Bloom Gate – a second, coarser noise lets stains appear only in a few places of the frame.

Bloom Place – the gate times the Flat Area: where the wash has almost no contrast (a sky, a dark stage). On busy detail a stain would look like dirt, so there is none.

Blooms – the placed stain times Blooms: the pigment it adds or takes away in Pigment Density.

Remix: open the Constants folder and set Bloom Gate Low from 0.56 to 0.4: the gate opens in many more places, and stains spread over every flat area of the frame.

Inside the Simplify folder: the Wash Luminance times 6 goes into Fraction and Floor; a Smoothstep of the fraction is the Soft Step, Add and Divide give the Tone Level, a second Divide by the safe luminance gives Tone ÷ Luminance, Multiply scales the Wash Colour into the Toned Colour, and Mix blends it in by Simplify

Inside Simplify, reduced to its recipe. 1 — Tone Below: the tone under the pixel. 2 — Soft Step: a soft move to the next one. 3 — Tone Level: one of six tones. 4 — Simplified Colour: mixed in by Simplify.

Tone Below – the wash brightness times 6, rounded down: which of six tones lies just below the pixel.

Soft Step – a Smoothstep of what is left between 0.3 and 0.7: the step to the next tone is soft, so no hard contour lines appear.

Tone Level – Tone Below plus the Soft Step, divided by 6. Multiply scales the wash colour so its brightness matches the tone and the colour stays the same.

Simplified Colour – the wash mixed towards that toned colour by Simplify.

Inside the Pigment Density folder: Edge Pooling plus Granulation, then plus Blooms, is the Pigment Excess; the eased Less and More Pigment are added into the Eased Excess; Subtract gives C − C² from Colour C and C²; Multiply scales it by the eased excess into the Pigment Change, and the last Subtract takes it from Colour C as the Painted Colour

Inside Pigment Density, reduced to its recipe (how the excess eases is left out). 1 — Pigment Excess: all the extra paint. 2 — C − C²: how much a colour can change. 3 — Pigment Change: how much it does. 4 — Painted Colour: the result.

One formula from watercolour research does the painting: new colour = C − (C − C²) × e, with C the simplified colour and e the extra pigment.

Pigment Excess – Edge Pooling plus Granulation plus Blooms. Before it is used it eases: more pigment can at most square a colour (C², a deeper tone of the same paint), less pigment can at most lighten it to 2C − C². No colour is pushed to black or past white.

C − C² – how far a colour can move at all: nothing for white paper (C = 1) and for black, most for the middle tones.

Pigment Change – C − C² times the eased excess.

Painted Colour – C minus that change: darker where pigment pooled, lighter inside a bloom.

Inside the Shadow Pigment folder: Indigo (0.08, 0.09, 0.14) becomes the Indigo Pigment in Vector to RGB; White minus it is 1 − Indigo; a Clamp keeps the Painted Colour within 0 to 1; Multiply scales it, Add lifts it onto the indigo, and Mix blends the result in by the clamped Shadow Pigment

Inside Shadow Pigment. 1 — Indigo Pigment: the darkest paint. 2 — Colour × (1 − Indigo): the colour, scaled down. 3 — Lifted to Indigo: black becomes indigo. 4 — Shadow Pigment (0 to 1): the control, kept in range. 5 — Shadow-lifted Colour: mixed in.

Indigo Pigment – the darkest paint of the palette: a deep blue-grey (0.08, 0.09, 0.14).

Colour × (1 − Indigo) – the painted colour scaled down by what is left above the indigo.

Lifted to Indigo – plus the indigo: black becomes indigo, white stays white, and everything between keeps its order.

Shadow Pigment (0 to 1) – the control, kept between 0 and 1.

Shadow-lifted Colour – the painted colour mixed towards the lifted one by Shadow Pigment.

Remix: open the Constants folder and set the three Shade Pigment values (R, G, B) to 0.18, 0.08 and 0.05: the shadows turn into a warm sepia ink.

Inside the Paper Light, Lift and Mix folder: Visible Relief times Paper, plus 1, kept at 0 or more by a Maximum, is the Relief Light; Multiply lights the Shadow-lifted Colour with it; Lift (0 to 1) times 0.8 is the Lift Share, and Mix lifts the colour towards White; a Clamp, a Multiply by the Wash Alpha and Combine RGB + Alpha give the Painted image, and the last Mix blends it with the Original by Mix

Inside Paper Light, Lift & Mix, reduced to its recipe. 1 — Relief × Paper: how strong the paper's light is. 2 — Lift Share: how much white paper. 3 — Lifted Colour: the paper shows through. 4 — Painted: the painting with its alpha. 5 — Mixed: blended with the original.

Relief × Paper – the paper’s light and shade (relief − 0.5) times 0.25, times where the paper shows, times Paper. Plus 1, it brightens or darkens the colour slightly; it never goes below 0, even for an extreme Paper.

Lift Share – Lift times 0.8, so at Lift 1 a faint tint of the wash is left.

Lifted Colour – the lit colour mixed towards white paper by the Lift Share.

Painted – the colour with the wash’s own transparency, premultiplied.

Mixed – the painting blended with the original frame by Mix, premultiplied, so a cut-out figure gets no dark fringe; at the end the colour is divided by alpha again.

  • Size. Wash, Bleed and the paper count pixels of a frame whose shorter side is 1080: a 4K export, a portrait frame, a lower Preview Quality and the thumbnails show the same painting. Grain Size is a scale factor of the paper grain (1 = standard).
  • Passes and cost. Four passes: a premultiplied source cache, two edge-aware 7 × 7 washes and one pass for pooling, tones, pigment density, paper and Mix. About 3–4 ms per 1080p frame after a first frame of about 250–350 ms that compiles the graph (desktop Vulkan). At Mix 0 the passes are skipped.
  • Time. Without Flow the result depends only on the frame and the settings. Flow reads the timeline time, so scrubbing, playback and export give the same frame; the paper and the blooms stay put on the frame, the wet patches and the wobble move.
  • Limits. Values from keyframes or tools outside a control’s range are named in the card and the tool result: a negative Wash or Bleed renders as 0, Grain Size below 0.25 as 0.25, and Mix, Simplify, Shadow Pigment and Lift are kept within 0 to 1. A negative Edges, Blooms, Granulation or Paper inverts its look (the card says so). The wobble stops growing at Bleed 16 px.
  • Transparency. The washes read premultiplied colour, so transparent surroundings never bleed dark into a cut-out figure; the painting keeps the wash’s alpha.
  • Saved projects. Acuarela effects saved with the earlier smoke look keep it (their Gain is clamped to 0–1); that look is now Rom1. Untouched node setups saved before 2026-10-22 carried two unused cards (an extra Pigment Density sum and a constant 3); they open as the standard recipe, with its stage folders in the Nodes tab, and look the same.
  • Software preview. The worker software preview falls back to the main-thread GPU renderer for the watercolour; the smoke look runs on the CPU.
  • More: Effect system · Node Catalog · Styles and presets.