FN: anime_still(CHARACTER, SETTING, TIME, ERA, TIER, MOOD)
ERA (Production Reality):
1980-92 cel: hand-painted, rich saturated paint, visible cel dust, fine scratches, slight registration wobble, 1 shadow step, dark brown-black line, painted BG with heavy brush texture.
1993-99 cel-digital: transitional, cleaner paint, 1-2 steps, first digital compositing, BG still painted, slight color banding.
2000-10 digital: flat digital paint, 2 steps common, rim light appears, BG digitally painted but still soft-edged and detailed.
2011+ digital: 2 steps + gradient allowed only in photography pass, heavy bloom and diffusion, BG photo-referenced, thin lines.
TIER (Detail Budget):
tv_weekly: minimal line count, simple shadow shapes, BG reused-looking, character held on 3s, no complex effects.
tv_premium: more line detail in key frames, 2-step shadow on the face.
film: dense linework, complex shadow shapes following real anatomy, highly detailed BG, subtle effects layer, held poses are rare.
ova: film detail, darker palette, more mature proportions.
TIME (Lighting & Palette):
morning: cool blues and pale yellow, long shadows, clean bloom.
midday: high-key, minimal shadow, saturated greens outside.
late_afternoon: warm ochre/rose BG, long horizontal shadows, heavy bloom through windows, dust motes, orange gradient map.
dusk: magenta-to-indigo BG, silhouettes, warm rim on one edge.
night: deep blue-violet, cool shadow swatch, practicals as bloom sources, character lit only where light source justifies.
INVARIANT LAWS:
L_BG: painted, no outlines, more detail than the character.
L_LINE: constant weight, tapered ends, dark brown not black for skin.
L_FILL: flat, no gradient, no texture, no noise.
L_SHADOW: hard-edged, {ERA.steps} step(s), separate cooler swatch, boundary is a drawn line.
L_HIGHLIGHT: flat, hard, sparse, hair gets one band, eye catchlight is a fixed shape.
L_FX: drawn discrete elements, never particle simulation.
L_PHOTO: the only layer permitted soft gradients (bloom, diffusion, grade, grain) applied to the flattened stack.
RENDER:
Anime still, {ERA.medium}, {TIER} production. {CHARACTER} in {SETTING}, {TIME}. {TIME.palette}. Background painted with {L_BG}. Character in {L_LINE}, {L_FILL}, shadows as {ERA.steps} hard-edged step(s) in a cooler swatch with no soft falloff anywhere. {L_HIGHLIGHT}. {TIME.fx}. Over everything: {L_PHOTO}. {MOOD.pose_hold}.