Anime Toons and Filatoon Shader Q&A

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  • TheNathanParableTheNathanParable Posts: 1,035
    edited October 14

    Mada said:

    TheNathanParable said:

    Managing to get some nice results with FilaToon. Was even able to get the hair shine effect close to what I wanted, which I hope to explore further with some custom textures. Only thing i'm really struggling with right now are the shadows, they still look blocky if you look close enough.

    Gallery page: https://www.daz3d.com/gallery#image=1351987

    That looks really good, definitely a nice hair shine as well - and that's with a LUT map?
    I'm really happy how well the lines I added on the actual texture map works with the outlines :D

    Not a LUT map, but with a MatCap. I just took one of the painted gloss textures from the hair and plugged it into the MatCap and tweaked the setting. It's a really promising start, will have to see what other effects I can achieve with MatCaps.

    EDIT: Omg, totally didn't realise the school uniform is yours! Yes, the painted outlines and shadows on the outfit look really good, really helps sell the toon look!

    Post edited by TheNathanParable on
  • MadaMada Posts: 1,967

    oops yes I meant a MatCap... still drinking my first coffee of the day lol. That is a great result, looking forward to see what else you come up with experimenting! :D

  • DartanbeckDartanbeck Posts: 21,522

    Mada, I Love that Hair!!!

  • MarcCCTxMarcCCTx Posts: 924
    edited October 15

    Working on some old figures.  Can anyone confirm is you reapply a shader, does it resize the black line? I was changing to filadtoon-base to the skin or the hair and it seemed to change the toon-outline's mesh offset to .10 (too small to show.)

    image

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    Post edited by MarcCCTx on
  • ArtsyDragonArtsyDragon Posts: 679

    Hello All!

    I have a Genesis 8 male character that i am quite attached to and want to bring him into the wonderful world of the Toons so I can finally get working on the graphic novel I always wanted to do in the anime style. Does anyone have a suggestion on where I can start to do this? I'm thinking it would be easier to convert the G8M to G9 maybe? 

    I don't know what I'm doing. Help? Point me in the right direction to get started. Please.

  • GordigGordig Posts: 10,041

    G9 has no inherent benefit over earlier generations when it comes to the toon shader. All but one of the examples I've posted so far were made with G8 characters.

  • 3Diva3Diva Posts: 11,435

    MarcCCTx said:

    Working on some old figures.  Can anyone confirm is you reapply a shader, does it resize the black line? I was changing to filadtoon-base to the skin or the hair and it seemed to change the toon-outline's mesh offset to .10 (too small to show.)

    image

    I'm not sure if it reapplies the default line width, but it likely does. One thing that can help with the jaggy lies though is to select the Filament Draw Options node in the Scene Tab and then in the Parameters Tab select "Anti-Aliasing" and increase the sample count. I bump it up to around 75 for mine and it helps smooth the outline.

  • 3Diva3Diva Posts: 11,435

    ArtsyDragon said:

    Hello All!

    I have a Genesis 8 male character that i am quite attached to and want to bring him into the wonderful world of the Toons so I can finally get working on the graphic novel I always wanted to do in the anime style. Does anyone have a suggestion on where I can start to do this? I'm thinking it would be easier to convert the G8M to G9 maybe? 

    I don't know what I'm doing. Help? Point me in the right direction to get started. Please.

    FilaToon works well with different figures, even the older figures (just have to manually adjust the eyes, usually turning the opacity off on the cornea and/or eye moisture layers).

     

     

  • MarcCCTxMarcCCTx Posts: 924
    edited October 15

    Definately seems smoother.

    image

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    Post edited by MarcCCTx on
  • MadaMada Posts: 1,967

    MarcCCTx said:

    Definately seems smoother.

    image

    Did you turn mipmaps off already?

  • MarcCCTxMarcCCTx Posts: 924
    edited October 15

    On this simple figure, it does not seem to change things. But I did see a big difference on a G8 figure.

    image

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    Post edited by MarcCCTx on
  • ArtAngelArtAngel Posts: 1,685

    Love what you guys are doing. Did they use Sakura as the G9Toon base? Looks like a close facsimile.

  • MarcCCTxMarcCCTx Posts: 924

    Not sure who you're asking but mine are: Kuroneka Mika who is an Anime Doll variation, along with Evo-Girl and Chip (Cookie's guy)

  • WonderlandWonderland Posts: 6,855
    edited October 15

    Original Toon Generation girl celebrates being released from the Daz content dungeon!

    filatoon g9 mix tg4 hair su patent leather dress large2.png
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    Post edited by Wonderland on
  • barbultbarbult Posts: 24,224

    Wonderland said:

    Original Toon Generation girl celebrates being released from the Daz content dungeon!

    She looks better than ever!

  • PixelPiePixelPie Posts: 323
    edited October 15

    Oso3D said:

    Here are some of my FilaToon experiments:

     love this robot in toonland!! I'm so happy this works with Robots!!

    Post edited by PixelPie on
  • WonderlandWonderland Posts: 6,855
    edited October 15

    Trying to replicate Cookie. I really wish Lady Littlefox would create an exact replica of Cookie for G9 with a regular and a FilaToon version! I think this is fairly close but not quite as cute...

    filatoon g9 cookie-ish dakota hair spring dress with bow sexier.png
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    Post edited by Wonderland on
  • ArtiniArtini Posts: 9,445

    Cookie looks great, @Wonderland, and you got nice outlines.

    I am still trying to achieve larger and smoother outlines with FilaToon.

    There are some tips in this thread - just need to experiment with them much more.

     

     

  •  Smoother outlines probably won't work since it's an effect of an inverted geoshell. Larger ones are achieved by increasing geoshell offset.

    One could probably try very thin and black fine shadows to achieve better blend between the character shadows and the outlines by using a custom matcap map. Matcap maps in this shader are great feature because it's so easy to make custom ones in PS.

  • MarcCCTxMarcCCTx Posts: 924

    I am still trying to achieve larger and smoother outlines with FilaToon.

     

    I'm not sure if it reapplies the default line width, but it likely does. One thing that can help with the jaggy lies though is to select the Filament Draw Options node in the Scene Tab and then in the Parameters Tab select "Anti-Aliasing" and increase the sample count. I bump it up to around 75 for mine and it helps smooth the outline.

  • ArtsyDragonArtsyDragon Posts: 679
    edited October 15

    Grimm has a fun look with the toon shaders.

    GRIMM_v01a.png
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    GRIMM_v01b.png
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    Post edited by ArtsyDragon on
  • Grim-RedGrim-Red Posts: 40

    @ArtsyDragon

    You called? laugh

     

    Just joking, nice render!

     

  • ArtsyDragonArtsyDragon Posts: 679

    Grim-Red said:

    @ArtsyDragon

    You called? laugh

     

    Just joking, nice render!

    I'm glad you approve. :) 

  • ArtiniArtini Posts: 9,445
    edited October 15

    MarcCCTx said:

    I am still trying to achieve larger and smoother outlines with FilaToon.

     

    I'm not sure if it reapplies the default line width, but it likely does. One thing that can help with the jaggy lies though is to select the Filament Draw Options node in the Scene Tab and then in the Parameters Tab select "Anti-Aliasing" and increase the sample count. I bump it up to around 75 for mine and it helps smooth the outline.

    Thanks, I have bumped Anti-Aliasing to 75 and tested it on Chip:

    https://www.daz3d.com/chip

    Chip01.jpg
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    Post edited by Artini on
  • KenYanoKenYano Posts: 105

    We should have this thread pinned.

  • Filatoon is awesome because it also brings life to some older assets you might not be using due to how the resolution contrasts with any newer assets you want to use.  I think anything that encourages usage of legacy content is a HUGE win.  And I also love how the renders are super fast-the holy grail of this kind of art!

  • GordigGordig Posts: 10,041

    I took a scene that I rendered a while back

    and tooned it.

    Since I only briefly dabbled with Filament before FilaToon was released, I don't know if the emissives not actually casting light onto anything is a limitation of Filament, Daz's implementation of Filament, or FilaToon itself.

  • I think that's a general limitation of Filament. Emissives seem to only generate bloom, not light, so you'll have to use some point lights to compensate.

  • MadaMada Posts: 1,967
    edited October 16

    Under render settings in my first post I'm recommending to turn mipmaps off, but definitely test with both options to get the one that works for you.

    I finally got some time to play with images - Gorgon set :) Dinner!

    Dinner.jpg
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    Post edited by Mada on
  • HighElfHighElf Posts: 365

    It looks like I'm missing a key ingredient. While the distant light works as intended. Spotlights are failing me. I wanted to use the distant light as a rim light while I tried to use two spotlights as key and fill lights.

    I have to go VERY close with the spotlights to even see a tiny bit of illumination. oO I dialed up the intensity to 200% of each of the two lights and used shadow to "deep shadow map" neither the shadows alter nor get I any light on the subject. So what am I doing wrong? I tried scaling Scene Lights on the FillamentDrawNode as well. I cranked it up way over 10 just to see if anything happens, but nothing.

    NoKeyNorFill.png
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