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Persona

Outline

Outline generates a solid colored border expanding outward from the avatar's silhouette, enhancing subject prominence, adding illustrative pop, or producing stylized sticker effects.

Persona extracts the avatar's silhouette to draw a smooth, clean colored border outward, leaving internal model geometry and textures completely untouched.

The outline retains its own independent opacity, remaining fully visible and sharp even when broadcasting on a transparent stage over live broadcast scenes or desktop backdrops.

Stage with the effect onStage without the effectOriginalEffect

Controls

ControlRangeDefaultDescription
QualityLow / Medium / HighMediumFollows fine details more closely at a higher rendering cost
ColorHex#000000Color of the outline border
Size0 – 10Thickness of the outer border (defaults to 0; raise to reveal)
Roundness0 – 10Rounds the border's corners and fills narrow gaps for a cartoon look
Opacity0 – 11Global compositing opacity of the outline border

Size defaults to 0, which means the stroke is not visible upon initial activation until the slider is adjusted upward.

Quality

Quality governs how faithfully the stroke follows fine structures (such as thin hair strands and sharp corners):

  • Low: Minimal rendering overhead, suitable for cleaner and simpler silhouettes.
  • Medium: Recommended default balance between detail and performance.
  • High: Tracks intricate geometry with highest fidelity, at a slightly higher rendering cost.

Differences between quality tiers become more apparent with thicker borders and highly detailed silhouettes. For subtle, narrow outlines, Low looks practically identical while conserving GPU resources.

Roundness

Roundness softens sharp corners and bridges narrow gaps along the contour. Raising Roundness closes thin crevices between hair strands and softens spiky tips, producing a smooth, cartoon sticker-like border. When set to 0, the outline strictly mirrors every notch and angle of the original silhouette.

Processing Order

Outline executes after rim light, ensuring that the rim glow remains confined to the interior silhouette without bleeding onto the outer stroke. It executes before drop shadow, allowing subsequent shadow passes to cast shadows from the combined avatar and outline contour as a unified shape.

Last updated on November 3, 2026

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