Craquelure: a fine pattern of dense cracking formed on the surface of materials
Username: Cygenta
Post Date: 2026-04-29 21:14:11
[QUOTE]
[URL unfurl="true"]https://en.wikipedia.org/wiki/Craquelure[/URL]
[B]Craquelure[/B] ([URL='https://en.wikipedia.org/wiki/French_language']French[/URL]: [I]craquelure[/I]; [URL='https://en.wikipedia.org/wiki/Italian_language']Italian[/URL]: [I]crettatura[/I]) is a fine pattern of dense cracking formed on the surface of materials. It can be a result of drying, shock, aging, intentional patterning, or a combination of all four. The term is most often used to refer to [URL='https://en.wikipedia.org/wiki/Tempera']tempera[/URL] or [URL='https://en.wikipedia.org/wiki/Oil_painting']oil paintings[/URL], but it can also develop in old [URL='https://en.wikipedia.org/wiki/Ivory_carving']ivory carvings[/URL] or painted miniatures on an ivory backing. Recently, analysis of craquelure has been proposed as a way to authenticate art.
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The biggest feature I'm missing from all my digital art options are a simulation of craquelure. I love the aesthetic of old and cracked paintings, whether due to the march of centuries, or disregarding principles of fat over lean. It's a very organic process that could be simulated well enough with the variables Rebelle has at its disposal.
But what would be the best way to do that simulation without spending hours watching paint dry? Perhaps a special mode, like a fork of the watercolor engine that could model the expansion and drying of surfaces. Control variables such as yellowing, crack thickness, variability in cell sizes. Maybe there could be calculation done on the layers, where the level of oil present at each layer could effect the total result. Like how wet and dry are tracked in the watercolors engine but with oil.
Present options to pursue the look digitally make me sad, honestly. I don't want to slap a filter on something I painted and work it until it looks passable, I want simulation.
Username: cheriekitten
Post Date: 2026-04-29 23:21:30
[QUOTE="Cygenta, post: 32505, member: 253666"]
The biggest feature I'm missing from all my digital art options are a simulation of craquelure. I love the aesthetic of old and cracked paintings, whether due to the march of centuries, or disregarding principles of fat over lean. It's a very organic process that could be simulated well enough with the variables Rebelle has at its disposal.
But what would be the best way to do that simulation without spending hours watching paint dry? Perhaps a special mode, like a fork of the watercolor engine that could model the expansion and drying of surfaces. Control variables such as yellowing, crack thickness, variability in cell sizes. Maybe there could be calculation done on the layers, where the level of oil present at each layer could effect the total result. Like how wet and dry are tracked in the watercolors engine but with oil.
Present options to pursue the look digitally make me sad, honestly. I don't want to slap a filter on something I painted and work it until it looks passable, I want simulation.
[/QUOTE]
you could mimic this by setting the granulation to an image of cracks under watercolors. it will simulate that.
Username: Cygenta
Post Date: 2026-04-30 18:38:13
that's a brilliant idea, ty Cherie
Username: cheriekitten
Post Date: 2026-04-30 19:50:58
[QUOTE="Cygenta, post: 32515, member: 253666"]
that's a brilliant idea, ty Cherie
[/QUOTE]
youre welcome! let me know how it goes. ❤️
Username: Cygenta
Post Date: 2026-05-01 05:19:52
I had a great experimentation session this evening. High water, low opacity tends to give me the best granulations
[ATTACH type="full" width="888px" alt="Screenshot 2026-04-30 at 20.43.41.png"]2985[/ATTACH]
I tried glazing an old painting using the technique, and I'm thrilled with the results! It takes a long time to wait for my toaster to stop overheating, but after 5-10 minutes the granulations pop up. Def recommend small test spots to dial in your settings before glazing your entire project, otherwise you could be waiting for nothing. Next steps for me is optimizing ways to do this faster, and make some of my own shattered granulation media!
Before:
[ATTACH type="full" alt="notcracked_resized.png"]2986[/ATTACH]
After:
[ATTACH type="full" alt="craqued_smol.png"]2987[/ATTACH]
Uncompressed images: [URL]https://photos.app.goo.gl/3URhSwsDhBQY1Xr37[/URL]
For anyone reading who, like me, haven't tried importing their own custom granulation textures, this is the place:
[ATTACH type="full" alt="Screenshot 2026-04-30 at 21.18.05.png"]2988[/ATTACH]
Username: cheriekitten
Post Date: 2026-05-01 05:38:49
[QUOTE="Cygenta, post: 32522, member: 253666"]
I had a great experimentation session this evening. High water, low opacity tends to give me the best granulations
[ATTACH type="full" width="888px" alt="Screenshot 2026-04-30 at 20.43.41.png"]2985[/ATTACH]
I tried glazing an old painting using the technique, and I'm thrilled with the results! It takes a long time to wait for my toaster to stop overheating, but after 5-10 minutes the granulations pop up. Def recommend small test spots to dial in your settings before glazing your entire project, otherwise you could be waiting for nothing. Next steps for me is optimizing ways to do this faster, and make some of my own shattered granulation media!
Before:
[ATTACH type="full" alt="notcracked_resized.png"]2986[/ATTACH]
After:
[ATTACH type="full" alt="craqued_smol.png"]2987[/ATTACH]
Uncompressed images: [URL]https://photos.app.goo.gl/3URhSwsDhBQY1Xr37[/URL]
For anyone reading who, like me, haven't tried importing their own custom granulation textures, this is the place:
[ATTACH type="full" alt="Screenshot 2026-04-30 at 21.18.05.png"]2988[/ATTACH]
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im really happy to hear this worked so well for you : )
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