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Do not turn off Photometric Mode on spotlights, as well as distant light... then crank up Lumen value > 50K.. .
Or, post-work will also do ~~
I'm likely still missing something.
I think I put something like 200000 lumens, but it only started having a visible impact once I got the spotlight close enough:
No visible impact:
Close enough to start seeing a visible impact (on the face, around the hair):
Odd ~ if Iput a 200K value there, there's even over-exposure ~~ I have no idea why it doesn't work for you by now...
@Dartanbeck You always use spotlights in your scene with fila, pls give us some tricks.
Okay, I thought photometric should be disabled for Filatoon.
I got some results with my current render by closing the distance for the spotlights. This way I found out that the spotlights won't be rendered if they are inside the viewfinder. I will try photometric lights with tomorrow's render. thanks for the hint. :)
Have you checked your Environment settings? It's possible you've got scene light intensity turned down.
Here's a test of just having a Distant Light (8k lumens) and a Spotlight (20k lumens) right next to her, pulled back only on the X axis. Try resetting your environment setting, increasing the disparity between the lumens for both lights and then play with the spread angle.
Where did you get that magic broom? I looked at the page with the products and don't see it listed there. I must have it O_O
I ran into the same problem but then I finally found the Ray Length setting under Display was the solution. I have no idea why this is under Display instead of Light, but at least it worked. The default setting is only 2.5, which is very short.
My Filament renders are blurry/pixelated. Anyone else have that problem or know how to fix it? Or is this as good as it gets? See attached.
I find that I have to make my image 4 times the size I want pixel wise before rendering and then adjust the rendered image in Photoshop to the correct size and change the DPI to 300 instead of 72.
I'm not seeing anything in Shader Presets folder. Shouldn't that stuff be in this package?
IM00086958-03_Genesis9ToonStarterEssentials3of3.zip
Even downloading the zip I see no Shader Preset content in there.
Renders don't have a PPI (not DPI) value assigned. If you mean you want to end up with X by Y pixels at 300 PPI then render at XX by Y, and in the Photoshop resize dialogue uncheck Resample Image when changing the PPI.
Normally just a lurker here, and maybe I missed this, but I read through the thread and haven't seen the exact issue:
If any outline shader is applied, I get a black, glossy texture over the whole surface. Applies to the character skin as well as clothing. Disabling the outline on the specific surface lets me see the texture again. Used the default toon environment with distant light, filament, etc.
Even tried uninstalling and reinstalling all G9 essentials (3 parts), the 2 G9 default items, etc. via DIM. Same results. Messed with offset in the outline parameters, but it just looks like you're scaling a "shell" over the whole item.
I just use this stuff for fun so no big deal and no lost commissions/work or anything like that. Just wondering what the culprit might be.
Thanks! And otherwise looks really cool! Seeing everyone's renders makes me want to play with this some more.
@bluejaunte - IIRC you also need the default resources for 4.23. Make sure to check "Display Hidden" in the Download tab in DIM.
HTH.
- Greg
They're actually with the default resources for Daz Studio, as of the most recent update. not sure of the filename.
It's in general Daz shaders inventory shaders. Shaders>Filament>Toon.
Default FilaToon environment is in Genesis 9 Stater Essentials, though.
I think I'll see if I can render a few Stonemason environs in white with 50% gray shadows + outlines only and then see how it comes colored with gradient maps.
This is easily one of the best Daz releases. It's so useful outside of only making Daz renders.
I'm using the default distant light in the Genesis 9 Toon folder and don't remember tweaking (at least not in a way that made the problem worse or better).
I tried to list every product I used in a render but I can't list products not available on Daz
In this case, I usually list them all in the render's description, in 'the saw and the hammer' section. I usually don't add a link because I'm not sure what are the rules on the gallery for links (and they are not clickable, so…).
It's a model from an artist named Forel'', who shared it under a CC Attribution licence on Sketchfab:
https://sketchfab.com/3d-models/magic-broom-3f4da67028f6474084c0c3f1f102a99b
I converted it for Daz Studio (through Blender as far as I remember, to get an OBJ file: the original file is not rigged so no reason to try to use the, back then, not that great Daz Studio FBX importer) then felt like the gendarme in a Seven company movie (to bomb a bridge, he's supposed to put the blue thread on the blue button and the red thread on the red one, except the detonator has a white and a green button) while trying to know where to put the various textures files. Then I rigged it, to be able to pose the footrest and the chain with the lantern and did my first render with it, creating a pose in the process.
When Daz released FilaToon, it felt like the broom could look very nice with it, so I upgraded it, fixing some mistakes I made back then, adding a dForce static modifier to the broom (mainly to be able to make the leaf invisible to simulation by default instead of letting them mess with skirts and dress…), converting each surface with various FilaToon presets and I also finished converting my original pose to every base figure since Genesis 3 (so G3F, G3M, etc, up to G9BAF and G9BAM).
If you're willing to wait, as far as I understand it, the CC licence allows me to share my work so I'm trying to put the finishing touches (like finding how to add metadata, package everything properly to avoid the common pitfall with freebies, like files not included or included but with an absolute path tailored for the creator's own computer -- it would be fun to have Daz for Windows trying to make sense of an absolute MacOS path though-- write the attribution, etc) on all of that.
Oh, nice, I'll keep that in mind.
Not seeing anything hidden that looks like that. What do you mean by default resources? The 3 Genesis 9 starter essentials? They're all up to date, also the zip files didn't have any Shader Presets folder either.
It's in the main default resources. The icon is black in smart content or just look under shaders.
You need to update this:
Then you will have this:
Are you using the latest Daz Studio? The filament engine has undergone a lot of changes from earlier versions :)
First thing I would try is turning mipmaps on or off on the Filament Draw Options node - sometimes it works better to have it on for close up scenes - so its good to test both ways.
That was installed already. I reinstalled it and now the folders are there so probably something went wrong with updating it.
Thanks! barbult troubleshooting strikes yet again
Maybe the default resources for 4.23 are already DLed and that 's why you don't see anything. I don't use Smart Content, but in the Content Library, I use the presets located in Shader Presets -> FilaToon, and Shader Presets -> FilaToon -> Presets.
- Greg
Doh! Too slow - glad you got it sorted.
- Greg
Thanks anyway, much appreciated :)
Anything interesting you're doing with this shader? You got all that elaborate handrawn procedure going on, right?
Yes, yes, we get it! PPI and not DPI. Forgive some of us whose first language is DPI because of our work. Sometimes we forget to translate to the proper terminology!
I was mainly trying to sort out why you were rendering oversized and then doing something in Photoshop, makign the DPI/PPI distinction was incidental.
Because I've found that resampling in Photoshop has the program creating pixels to fill in the gaps when you are trying to upsize the image to a better resolution. I find it better to take away what's not needed than try have the program add to what wasn't there. In my comic work, I use an action to achieve the comic book effect. If I do the render at 1:1, I lose detail when using the action. When I upscale and then run the action, detail is maintained. Wouldn't have to do it all if Studio allowed some control over PPI. Sorry but I've been doing graphic design for over 30 years.
If yopu render at the correct size initially (width* 300, height * 300) then you don't need to do anything to add or remove pixels, just add the desired PPI value.