Where two wet watercolour washes overlap the pigments diffuse and the colours mix - the "wet-on-wet" bleed. This approximates it without polygon clipping: it samples points lying inside both polygons (the overlap region) and returns soft translucent specks tinted with the blended colour. The grob layer paints the specks at low alpha over the two washes, so the shared area reads as mingled pigment. Pure geometry + colour math; reproduces on every device.
Arguments
- ax, ay, bx, by
Vertices (inch space) of the two wash polygons.
- col_a, col_b
The two wash colours (any R colour spec).
- density
Fraction in
[0, 1]: speck density in the overlap. Default 0.5.- bleed
Speck radius scale in inches.
NULL(default) scales to ~2.5% of the overlap's bounding diagonal.- seed
Integer seed.
Value
A list(x, y, r, fill) of bleed specks (inch space), or NULL when
the polygons' bounding boxes - or the sampled overlap - do not meet.
See also
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(),
watercolor_wash(),
watercolor_wash_multi()
