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Yes, I noticed that too! Full body morphs from other characters only affect the top part of the body and I have to go in and manually adjust the hips/thighs/legs to match the top half. I'm hoping that's something that will be fixed!
Vicky looking forward to home time.
This looks SO GOOD! I'm so in love with these shaders and I'm happy that Visual Style Shaders work super well with filament and filatoon.
Thanks! I do wanna clarify though that these aren't my Visual Style Shaders (they only work in 3Delight, and not Filament), these are the standard FilaToon shaders with some tweaked parameters (such as shadow smoothing and colours). I'm still in the experimentation phase, and would like to eventually create a pack of FilaToon presets recreating the look of Visual Style as close as possible.
Since I dabbled with LUTs I "discovered", that my postwork workflow needed some adjustments. I use "detect edge" filters to get some basic lineart, and so far I could handle it by adjusting the threshold. But in some cases, I need to remove some extra lines manually. In my case, it doesn't bother me b/c I already add some lines by hand, so removing others isn't complicated. But for newbies, it could lead to unexpected issues, if they don't know about this. I kept the line on her chin as an example.
Thought I'd give it a try
Quick Monochromatic conversion.
The shader's worked really well on that set.
Oh yeah I was saying that I'm using visual style shaders along with filatoon to achieve a more toony look, so I'll apply VSS first and then filatoon on top. ;D
Here's what I'm working on, I found some things like the leaves and antlers/branches are better with just VSS, while non toon hairs really benefit from VSS + Filatoon;
Shading, shading and bloom. Still, a lot to learn and I love this shader for it.
Mikey 9 straight out of the box.
Progressed a little on the toons. How should i work with environments? Adding dodgy cartoon background like this isnt like the real thing.
I personally recommend two things:
1) Invest in some simple environments. Maybe even go for the older pre-iray environments, as they tend to have simpler geometry that might work better with Filament.
2) Invest in some of the Filament specific products available here, such as https://www.daz3d.com/atmosphere-for-filament or https://www.daz3d.com/sy-atmospheric-blur-filament to add a bit more colour detail to the backgrounds.
With those aformention products, you'll need to apply the filatoon shader to them (I recommend the "constant" preset) and then making sure to turn off "cast shadows" in the shader settings.
Something I've been experimenting with:
Render your scene (SceneC).
Save a 'masks' copy of your scene, make your foreground black, everything else white (or vice versa, doesn't really matter; but probably easier to do it this way). Be sure to remove any diffuse overlay weight, mapcap, rim weight. Render (SceneM).
Open SceneC, copy/paste so you have two layers of same color. Open SceneM, use it as a mask for top copy.
Top copy of SceneC, use Noise/Median to basically simplify it.Also consider reducing contrast/vibrance and anything else to 'simplify' the background.
Fancier ideas:
Render a distance canvas. With above steps, once you've run Median on the top layer, copy/paste and on one copy mask it with the Distance render. Use that to adjust the contrast/vibrance separately from the median step. That is, you first simplify everything that's not important character stuff. Then you fade the environment in the distance.
Or:
Render Automaterial ID canvas. Run it through 'find edges' in PHotoshop (or similar), change it to B&W. This creates a series of outlines around unique surfaces, which you can overlay on the above steps as needed.
I find this process works best at a resolution of at least 4000. Lower resolutions look a bit blocky.
You might want to blur and shift levels to get the thickness you want. Bring it into your stack of layers with Multiply, maybe put a black mask on it so you can paint it in where you want the lines.
A lot of creating a good scene relies on contrasting some element. The obvious approach with photorealism is Depth of Focus, but there are many ways to do so, and non-pbr often relies more on other methods.
Lighting variation; focus objects are lit brighter or differently than the environ.
Complexity variation; focus object is much more detailed than the environ, or vice versa. (Think Disney's animated Jungle Book: the characters are simple colors and lines while the environment is far more detailed)
Saturation; vibrant vs. dull
Contrast; sharp vs muted
Oso3D If you have renders that use these different techniques, it'd be great to see them!!
There are so many things in FilaToom that I don't understand.
I would like to see a systematized instruction manual for use.
Had some fun rendering in layers then stacking them in Photoshop with various levels of blur.
I'm so glad to see you're still active Pax! Great work as always!
I've been messing around with G8 characters with FilaToon. The biggest issues I've seen are the eyes. One solution that works somewhat for me, is to add an emmision to the sclera and iris, and put the cutout opacity for the Eye Moisture and Cornea at 0.
I'm working on trying to find a style that isn't anime, but still uses this shader. I'm using a program called Stable Projectorz to texture characters (some teeth are painted on her lips in the images below, which I need to fix). I want to play around with skin tones to find a compromise between the simple coloring of most of the renders I've seen with Filatoon, with a more semi-realistic style. The first image is with the Aces Legacy tone mapping mode, the second is with Reinhard. The third one, is Reinhard, but I hid the Outlines.
I call this one "Big Boi Bathing", lol.
Gallery link: https://www.daz3d.com/gallery#gallery=all&sort=newest&page=1&image=1353125
I've submitted a FilaToon expansion to my robot servants. Here are some of the promos, using the techniques I mentioned:
Looks to me like you have a pretty good handle on it! This is one of the best renders I've seen yet.
As someone who was deep into NPR and anime styles in Daz already, Filatoon has been such a dream to play around with and so far it works great for what I need it for
Great images everyone and thanks for all of the tips.
Sure are! I had custom textures already and blended them with the Mikey 9 textures for some extra shading, the only editing in post was some colour grading.
I'm always aiming for more of a hand drawn style so for me some manual painting additions to the textures are a must to include line work that Filatoon doesn't - it definitely does a bulk of the heavy lifting though,
Glad you like it!
Nice work! :D