The style configuration node gets selected when clicking on the conf icon in the MNPRX shelf and looks somewhat similar to the figure below—depending on the active stylization. The node contains every global parameter available in the active stylization and each value is applied over the entire image. Therefore, it is imperative to understand what each attribute does and how it affects the stylization. The attributes in the style configuration node are separated into four groups.

Style configuration node
The configuration node showing all watercolor stylization attributes.

Engine Settings

Engine settings remain the same across stylizations and contain attributes directly related to the MNPRX engine. These attributes can change the fidelity and performance of the stylization.

Color Depth

Defines the color depth of the render targets. This generally translates to: higher is better. However, slower systems should consider using 8bit targets if the performance is too slow, provided you can sacrifice some color fidelity.

Render Scale

Defines the resolution at which MNPR is rendering.

  • Half will render at half the size, which will perform faster with slower computers, at the cost of pixilation.
  • Normal will render at the normal viewport resolution.
  • Double will render at twice the size and then reduce the rendered image to fit the viewport. You will have more detail and less aliasing, but make sure to have a powerful computer.

You will get better antialiasing and more detail by using the Render Scale attribute instead of Antialiasing.


Defines the algorithm used to perform antialiasing. Antialiasing makes edges appear smoother and less pixelated, you can find more about what aliasing is here

Close-up without antialiasing Close-up with antialiasing
Close-up of image without and with FXAA antialiasing.

World Scale

Defines how many Maya units is considered one meter/cm (normal/miniature) in the virtual world. Since most projects work with assets at different scales, setting up the World Scale right will help the stylization behave correctly.

If your character is supposed to be one meter high in his world, but is actually 5 units high in Maya, the World Scale attribute should be set to 5.

Velocity PV

Enables the calculation of motion vectors of each object in the scene (per vertex). This helps certain effects to remain motion coherent and avoid the shower door effect, albeit with a substantial performance cost. Therefore, this attribute should be activated mainly when rendering the final frames.

Visualization of motion coherence.

Big amounts of motion will distort substrate-based effects. It is recommended to refresh the substrate with the Substrate Tile attribute once in a while to reset the substrate texture.

Atmosphere Tint

Defines a custom atmospheric perspective color, making things at distance tint towards the specified color.

Atmosphere Range

Defines the range at which the atmospheric tint will start and end.

The units work as meter/cm, so keep the World Scale in mind when setting up this attribute.

Style Attributes

Style attributes contain the attributes of the currently loaded stylization, in the case of the figure above: watercolor. These attributes allow to globally tweak the stylization parameters.

Pigment Density

Defines the global concentration of pigments placed over a substrate, giving the render a more saturated and darker look.

Pigment Density between 0 and 20.

Edge Darkening Intensity

Defines the global strength of the edge darkening effect.

Edge Darkening Intensity between 0 and 3.

Edge Darkening Width

Defines the global width for the edge darkening effect.

Edge Darkening Width between 0 and 10.

Make sure to also increase the Edge Darkening Intensity attribute with wide edges, as wider edges dilute pigmentation.

Bleeding Radius

Defines the maximum global width for the bleeding effects.

Bleeding radius between 0 and 20.

Drybrush Threshold

Defines the global sharpness of the drybrush application.

Drybrush Threshold between 0 and 20.

Max Gaps Overlaps Width

Defines the maximum global width of the gaps & overlaps effect.

Drybrush Threshold between 0 and 5.

Substrate Attributes

Substrate attributes contain the attributes of the texture where paint is applied on, be it paper or canvas. Altering these attributes will affect all effects that depend on the substrate for its stylization.

Substrate Texture

Defines the primary texture that is going to be used as the substrate. There is currently a library of 10 different substrate textures to choose from. To create your own substrate textures, compatible with MNPRX, check out this tutorial.

Substrate Texture Alt

Defines the alternative texture that is going to be used as the substrate.

Substrate Blend

Defines the blending between the Substrate Texture and the Substrate Texture Alt, allowing you to combine profile properties of different substrates.

Blending between the Substrate Texture (default) and the Substrate Texture Alt (canvas).

Substrate Scale

Defines the scale of the substrate texture. A Substrate Scale of 1 will show the texture at its original size, whereas a Substrate Scale of 2 would make it twice as big.

Substrate Tile Blend

Enables to smoothly blend two substrate tiles. That means that the Substrate Tile attribute will smoothly blend the tiles e.g., a Substrate Tile attribute of 1.5 will be a blend of the tile at 1.0 and the tile at 2.0.

Blending between Substrate Tile 1.0 and Substrate Tile 2.0.

Substrate Tile

Loads a new substrate tile at every round number i.e., 1.0, 2.0, 3.0.

Switching between Substrate Tile 1.0 and Substrate Tile 2.0, without Substrate Tile Blend.

Loading a new Substrate Tile will present a new texture pattern and reset every substrate-dependent effect.

Substrate Roughness

Defines the global roughness of the substrate.

Roughness between 0 and 5.0.

Substrate Roughness will affect all substrate-based effects.

Substrate Distortion

Defines the global amount of distortion caused by the Substrate Roughness.

Substrate Color

Defines the color of the substrate.

Substrate Shading

Defines the amount of external diffuse shading of the substrate.

Substrate Shading between 1.0 and 0.

The shading is caused by the Substrate Light Dir and Substrate Light Tilt attributes.

Substrate Light Dir.

Defines the side where the external light is shining from. 0 degrees is from the bottom, 90 degrees is from the left, 180 degrees from the top and 270 degrees is from the right.

Substrate Light Dir between 0 and 359.0.

The effect of this attribute can only be seen if Substrate Shading is more than 0.

Substrate Light Tilt

Defines the tilt angle of the external light in relation to the substrate, 90 degrees is perpendicular to the substrate.

Substrate Light Tilt between 30.0 and 60.0.

The effect of this attribute can only be seen if Substrate Shading is more than 0.

Post Processing

Post Processing attributes contain simple but useful self-explanatory post-processing filters

  • Saturation
  • Contrast
  • Brightness

Table of Contents

  1. Engine Settings
    1. Color Depth
    2. Render Scale
    3. Antialiasing
    4. World Scale
    5. Velocity PV
    6. Atmosphere Tint
    7. Atmosphere Range
  2. Style Attributes
    1. Pigment Density
    2. Edge Darkening Intensity
    3. Edge Darkening Width
    4. Bleeding Radius
    5. Drybrush Threshold
    6. Max Gaps Overlaps Width
  3. Substrate Attributes
    1. Substrate Texture
    2. Substrate Texture Alt
    3. Substrate Blend
    4. Substrate Scale
    5. Substrate Tile Blend
    6. Substrate Tile
    7. Substrate Roughness
    8. Substrate Distortion
    9. Substrate Color
    10. Substrate Shading
    11. Substrate Light Dir.
    12. Substrate Light Tilt
  4. Post Processing