Returns a stack of translucent boundary copies plus optional granulation specks; the grob layer paints the copies at a low alpha so overlap accumulates tone. The look the line-based fill styles cannot give: soft, pooled, bleeding colour.
watercolor_wash(
px,
py,
n_layers = 6L,
bleed = NULL,
granulation = 0,
grain = 0,
seed = NULL
)A list with washes (a list of 2-column (x, y) polygon matrices,
outermost/lightest first) and granules (list(x, y, r) in inches, or
NULL).
Polygon vertices (inch space).
Number of wash copies. More = smoother, deeper, slower. Default 6.
Edge irregularity in inches. NULL (default) scales to ~2% of
the shape's bounding diagonal.
Fraction in [0, 1]: density of pigment specks (0 = none).
Default 0.
Paper-grain coupling in [0, ~1]: how strongly the edge feathers
along the paper tooth. 0 (default) is the historical pure-uniform jitter;
higher values wick the edge in coherent capillary channels (see
paper_grain()). 0 draws no extra randomness, so existing seeds reproduce.
Integer seed.
Other sketch-core:
arrowhead(),
curve_fill(),
engrave_fill(),
engrave_ladder(),
hachure_fill(),
hachure_fill_multi(),
leader_path(),
repel_layout(),
rough_arc(),
rough_bezier(),
rough_ellipse(),
roughen_polyline(),
sketch_arrowheads(),
sketch_fill(),
sketch_fill_multi(),
spray_scatter(),
stroke_profile(),
stroke_ribbon(),
treemap_layout(),
wash_bleed(),
watercolor_wash_multi()