I am trying to figure out the proper workflow setup to manually paint onto a render within Blender.
I want to:
- Render an Image
- Run it through a compositor node setup
- Be able to manually paint on it afterwards, but non-destructively.
For it to be non-destructive, I need some sort of new layer. I want to be able to paint on top to add more light/shadow, lineart, color correction, etc. My first thought was to make a blank image and alpha-over it over the whole render in the compositor, and then paint on that. However, I don't seem to be able to have it overlay the render visually while painting, so I can't tell what I'm doing (the image editor showing the render is in one window, and the paint mode with my new image is in another, but I need them superimposed.)
I could also make new images or masks and combine them with the render in the compositor, but then I end up limited by mix modes, and still have the problem of super imposing over the render. If I just wanted to darken areas, then I could make a new image and combine it with multiply in a mixRGB node. But if I want to also lighten some areas, change color in others, etc, then I end up needing tons of new images.
Is it possible to make a proper multi-layer painting setup in Blender similar to what you can do in Photoshop or Sai? (I could take it into Photoshop or something, but I want to see if I can keep it all within Blender.)