The final group is where the information from all previous groups is compiled and integrated into Blender's shader editor. At this stage, stroke data along with attributes like ID, opacity, and color are used to render the final effect. This group introduces controlled randomness to add natural variation in stroke thickness, color, and length, resulting in the look of hand-drawn brushstrokes.

Depth offset techniques are employed to prevent visual inconsistencies between strokes. For instance, strokes closer to the camera are layered over those further away, akin to layers of paint on a canvas. The shader editor also makes final adjustments to lighting, depth, or opacity based on the artist's preferences, ensuring each detail is polished for the desired outcome.

This final step brings all elements together to create a cohesive painterly effect that is visually appealing and efficient enough for live rendering, even in large-scale projects.