Generate style template
generate_style_templateRender one of a style's two template images — a REAL step of style
setup, not an optional extra: a style isn't finished until both its
character and environment templates are rendered (the app shows them on
the style card). Asset reference images render against them (characters →
character template; environments and objects → environment template), and
segment renders fall back on them when a shot has no asset reference — so
finish BOTH before generate_asset_reference. Run once per template_type
("character" | "environment") for every new style; skip types the style
already has (get_style's templates). A template already exists is a hard
stop here — the call refuses unless replace=True, because overwriting one
silently re-anchors every future render. Async — await_jobs(style_id=...),
then get_style.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| model | No | Image model ID; empty uses the template job's default (see list_models) | |
| replace | No | Set True ONLY to deliberately overwrite an existing template of this type — the user must have asked for a new one. Leave False and the call refuses rather than clobbering a template the style already has | |
| style_id | Yes | Style ID, as returned by create_style or list_styles | |
| template_type | Yes | Which of the style's two template images to render: "character" or "environment" — run once for each | |
| editable_sections | No | Per-call prompt section overrides, keyed by section name; see get_section_template for the template job |