What problem does it solve? When rendering non-pixel-art visuals (vector-style, watercolor, painterly, flat) in the Flix game engine, AI-generated images often fail in predictable ways: uniform edge softness, banding in gradients, oversaturated large surfaces, and airbrushed-looking textures. This Skill provides the concrete techniques to avoid those failures. ## Core Features & Use Cases - Edge hardness control: Use at least three edge types (crisp, medium, dissolving) via Field.Disk feather, Field.Smoothstep, and gradPolygon to convey depth and material. - Gradient and shading rules: Build non-monotonic color ramps with Shade.Gradient stops to model form shadows and reflected light instead of balloon-like two-color blends. - Texture layering and banding removal: Stack 2-3 scales of Fbm noise, add Field.Warp for directional flow, and dither gradients with ~1/255 amplitude Hash1 noise to eliminate banding. - Use Case: When asked to paint a smooth high-resolution background or large character (48+ pixels tall) with ShaderDoc, apply these rules, render via make render, inspect at 1x and 2x, and iterate at least three rounds of self-critique. ## Quick Start Use the smooth-render skill to paint a smooth high-resolution background with ShaderDoc and then critique the rendered output for banding, saturation, and edge hardness.