Anime Toons and Filatoon Shader Q&A

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  • GordigGordig Posts: 10,107

    neoman said:

    I guess I'm dumb because I cannot for the life of me get this to work.  I've tried adding the FilaToon base to the character, or outline, and cannot get anything to work right.  I've tried Vicky9 and she's completely black.  I want to turn some of my existing characters into toons but I can't get any results.

    The most important thing is ensuring that the shader is correctly applied. Select the figure, go into the Surfaces pane and select any surface. At the top of the pane, you'll see "Shader: _____". If that says "FilaToon (and then some other stuff)" then it's applied. If everything's black, try adding a directional light to the scene. You can also dial up Environment Strength in the FilaToon properties.

  • DartanbeckDartanbeck Posts: 21,627

    You need to have "Filament" selected as your viewing option

    You must have at least one light in the scene

     

    Try this just to see it in action:

    1. Go to your Content Library pane
    2. Navigate to People and click on Genesis 9 Toon
    3. Load the Basic Lighting Setup
    4. Load either of the two (or both) Base Anime figures

    You'll see it in action! :)

  • 3Diva3Diva Posts: 11,634

    neoman said:

    I guess I'm dumb because I cannot for the life of me get this to work.  I've tried adding the FilaToon base to the character, or outline, and cannot get anything to work right.  I've tried Vicky9 and she's completely black.  I want to turn some of my existing characters into toons but I can't get any results.

    I've read through the forum here and don't see a procedure from beginning to end to get the results I need.  Can someone help, starting with "I've added a character into Daz Studio.

    Sorry I'm so pathetic.

    Just seeing black usually means you either don't have a Distant Light in the scene (go to Create >> New Distant Light, or load the "Basic FilaToon Environment" - which should be in your content library under People >> Genesis 9 Toon), or if that doesn't fix the issue you may check to make sure you're using the latest version of Daz Studio.

  • TheNathanParableTheNathanParable Posts: 1,071
    edited October 22

    neoman said:

    I guess I'm dumb because I cannot for the life of me get this to work.  I've tried adding the FilaToon base to the character, or outline, and cannot get anything to work right.  I've tried Vicky9 and she's completely black.  I want to turn some of my existing characters into toons but I can't get any results.

    I've read through the forum here and don't see a procedure from beginning to end to get the results I need.  Can someone help, starting with "I've added a character into Daz Studio.

    Sorry I'm so pathetic.

    Have you tried changing the viewport to Filament mode?

    EDIT: Oops, someone else already answered that, my bad.

    Post edited by TheNathanParable on
  • Llola LaneLlola Lane Posts: 9,380
    edited October 22

    I had a little more play with the new Toon stuff this evening... I've been reading all your comments... WHEW.. there sure are a lot of them.  Great tips everyone... THANK YOU.  (Not had a chance to read all the first page though.. I'm a "dive in and try first" kinda gal ;) 

    I created this for my BOOTS challenge over at https://www.pfdlives.com/pfd/index.php?topic=8716.150 ... I'm still having a little trouble (even after reading suggestions)... I could not get the mouse's whiskers to show up like lines.. reloading the transmap didn't work.. just got a blob of planes... Also the outline on the mouse doesn't show up (is there a way to make the outline thicker??? )  After getting shadows to show up... I still for the life of me can't figure out WHY the grass isn't producing shadows (yes... create shadows IS on) 

    Anyway.. this is my attempt... I'll play more tomorrow cause it's almost 2am!!!  (yawnzzzzzzzzzz)

    "Boots Garden"

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    Post edited by Llola Lane on
  • ArtiniArtini Posts: 9,517

    I like the colors and the composition of your image, @Llola Lane

    There was some tip about making outline thicker in this thread,

    but I have also not succeded with changing outline yet.

     

  • Artini said:

    I like the colors and the composition of your image, @Llola Lane

    There was some tip about making outline thicker in this thread,

    but I have also not succeded with changing outline yet.

     

    Easy Fix... The outline is created by a geoshell, find the geoshell in the scene tab and increase its offset in the parameters tab.... done. 

  • So it IS possible to use FilaToon on dForce hair. And if you fiddle with some the settings (like root/tip width, the number of hairs, setting hair tesselation to 6, and lowering the number of points and applying a subd modifer to smoothen them out), you can get a decent toony looking shape to the hair.

    Unfortunately though, the geometry shell outline doesn't work. For some reason, geometry shells applied to dforce hair share the same material settings as the hair itself, so trying to apply the outline shader to the geometry shell will also apply it to the hair itself and visa versa. If you don't mind your hair lacking an outline (or if you're using a lineless style in general), then this is fine, but otherwise you're probably better off using standard mesh hair.

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  • GordigGordig Posts: 10,107

    I haven't seen any benefit to setting tesselation higher than 3, and changing the color of the outline is a major part of how I get hair to look the way it does. It helps a lot to reduce the mesh offset of the geoshell.

  • Gordig said:

    vrba79 said:

    D-force hair and fur. Are we any closer to figuring out how to brute force that into working with Filatoon?

    It's actually really easy: set tesselation to 3, maybe change the color of the outline geoshell. I've also reduced the mesh offset of the outline geoshell quite a bit.

    It's still hit or miss. Some Dforce hairs wind up sharing Surface parameters with the Outlines, so that changing the color of one changes the color of the other.

  • MadaMada Posts: 2,004
    edited October 23

    So I've been playing in Tilt Brush in VR and one a whim I tried to bring in one of my sketches as an FBX. It worked :D 
    Obviously only the solid brushes without transmaps will work - but its a quick and easy way to get some shapes into DS

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    Post edited by Mada on
  • TheNathanParableTheNathanParable Posts: 1,071
    edited October 23

    Gordig said:

    I haven't seen any benefit to setting tesselation higher than 3, and changing the color of the outline is a major part of how I get hair to look the way it does. It helps a lot to reduce the mesh offset of the geoshell.

    The hair looks significantly better with a higher tesselation. At 3, each hair strand looks flat, while at 6 each strand is more round and shades much more nicely.

    Also, i'm confused what you mean about the outline. You literally CANNOT change the colour of the outline on dforce hair without also changing the colour of the hair itself, they share the exact same shaders.Changing the mesh offset doesn't help because, once again, the outline shader simply doesn't work on it the way it should. Try applying the standard outline shader on the geometry shell of a dforce hairstyle and you'll see what I mean, it ends up changing both the geometry shell and the base hair itself.

    EDIT: Yeah, like @necroscension said, the geometry shell and the hair end up sharing surface parameters. I don't know if there's any dforce hairs out there that this doesn't happen to, but so far every one I tried has done this.

    Post edited by TheNathanParable on
  • cain-xcain-x Posts: 192

    I posted this in https://forum.daz3d.com/forums/discussion/707056/filament-opacity-issues-in-daz-4-23 but has the opacity issues (primarily with hair) been fixed in the latest iteration of Filament in 4.23? 

  • 3Diva3Diva Posts: 11,634

    Mada said:

    So I've been playing in Tilt Brush in VR and one a whim I tried to bring in one of my sketches as an FBX. It worked :D 
    Obviously only the solid brushes without transmaps will work - but its a quick and easy way to get some shapes into DS

    That is so cool! Really great for the Halloween month vibe too! Awesome!

  • 3Diva3Diva Posts: 11,634

    cain-x said:

    I posted this in https://forum.daz3d.com/forums/discussion/707056/filament-opacity-issues-in-daz-4-23 but has the opacity issues (primarily with hair) been fixed in the latest iteration of Filament in 4.23? 

    Have you tried this: https://www.daz3d.com/forums/discussion/comment/8923351/#Comment_8923351

  • GordigGordig Posts: 10,107

    TheNathanParable said:

    Also, i'm confused what you mean about the outline. You literally CANNOT change the colour of the outline on dforce hair without also changing the colour of the hair itself, they share the exact same shaders.Changing the mesh offset doesn't help because, once again, the outline shader simply doesn't work on it the way it should. Try applying the standard outline shader on the geometry shell of a dforce hairstyle and you'll see what I mean, it ends up changing both the geometry shell and the base hair itself.

    EDIT: Yeah, like @necroscension said, the geometry shell and the hair end up sharing surface parameters. I don't know if there's any dforce hairs out there that this doesn't happen to, but so far every one I tried has done this.

    Apparently what I've been doing this whole time is immediately switching the geoshells to the base shader.

  • Llola LaneLlola Lane Posts: 9,380
    edited October 23

    SolitarySandpiper said:

    Artini said:

    I like the colors and the composition of your image, @Llola Lane

    There was some tip about making outline thicker in this thread,

    but I have also not succeded with changing outline yet.

     

    Easy Fix... The outline is created by a geoshell, find the geoshell in the scene tab and increase its offset in the parameters tab.... done. 

    ok.. I... THOUGHT I had done that... but I guess I didn't... LOL.  THANK YOU... my mouse looks MUCH better... :)

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    Post edited by Llola Lane on
  • How did you get the space ship and space station as line drawings?

     

    Oso3D said:

    Here are some of my FilaToon experiments:

  • I've been experimenting a bit with using FilaToon for more realistic (non-anime) style illustration art. Here's some samples that I think came out pretty well. The character is Hailey 8.1.

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  • dan_thomasdan_thomas Posts: 89
    edited October 23

    Filatoon looks promising. But how can I move character's floating eyes? It seems floating eyes always focus camera or perspective view. I am not sure if it is optical illusion as someone suggested because renders showed her eyes looking back at the view. If I can't move her eyes, this is a deal breaker for making visual stories with Filatoon.

    Post edited by dan_thomas on
  • MoreTNMoreTN Posts: 302

    Starship64 said:

    I've been experimenting a bit with using FilaToon for more realistic (non-anime) style illustration art. Here's some samples that I think came out pretty well. The character is Hailey 8.1.

    They're very nice - how do you achieve that effect? Is it the standard filatoon shaders or did you have to play with the settings?

  • MadaMada Posts: 2,004
    edited October 23

    dan_thomas said:

    Filatoon looks promising. But how can I move character's floating eyes? It seems floating eyes always focus camera or perspective view. I am not sure if it is optical illusion as someone suggested because renders showed her eyes looking back at the view. If I can't move her eyes, this is a deal breaker for making visual stories with Filatoon.

    First post :)
    Q: The eyes create an optical illusion of always looking at the viewer
    A: If you load a Toon figure and zero out the anime morph to get the default Genesis and that happens, you can use Toon Iris Depth Left and Right to fix it :)

    Post edited by Mada on
  • ArtiniArtini Posts: 9,517
    edited October 23

    Does anybody has succeded with the conversion of Iray HDRI Skydomes to FilaToon?

    If so, how to proceed.

     

    Post edited by Artini on
  • Oso3DOso3D Posts: 15,022

    Starship64 said:

    How did you get the space ship and space station as line drawings?

     

    Oso3D said:

    Here are some of my FilaToon experiments:

    Going in and basically yanking out all the base color maps. ;)

     

  • necroscensionnecroscension Posts: 120
    edited October 24

    Artini said:

    Does anybody has succeded with the conversion of Iray HDRI Skydomes to FilaToon?

    If so, how to proceed.

    Same here. My attempts resulted in resampled background images, making the smooth images blocky/pixelated. There doesn't appear to be a max image size setting for Filament like there is for Iray (unless I'm overlooking it), so I'm under the impression Filament uses a default setting. I had to resort to rendering the background in Iray and the figure without the background in Filament and then merge the two in Photoshop/Gimp.

    (edit) So Filament allows hdr's to be used, but it looks like not all hdr's are usable (though they may work in Iray). It takes a moment for the Draw Settings to update with the new hdr, with nothing updating if hdr is unusable (a bug maybe?) And like I mentioned, the hdr's are resampled to give that lovely re-sized blurred yet pixelated look. IBL Skies - Scattered Clouds | Daz 3D for example works, but the clouds get pixelated.

    (edit 2) Hdr's that act unusable can be "corrected" by re-saving them in Photoshop and then reloaded into DazStudio.

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  • MoreTN said:

    Starship64 said:

    I've been experimenting a bit with using FilaToon for more realistic (non-anime) style illustration art. Here's some samples that I think came out pretty well. The character is Hailey 8.1.

    They're very nice - how do you achieve that effect? Is it the standard filatoon shaders or did you have to play with the settings?

    Thanks. :)

    It's mostly just standard with just a few tweaks, mostly just by trial and error. On the Surfaces tab I darkened the ambient color and adjusted the Shadow Threshold and Shadow Smooth sliders to make the shadows deeper, and I removed the normals map from all the skin surfaces, and increased the Diffuse Overlay Weight on the sclera. After that I selected the Filatoon Node and fiddled with the various controls and buttons on the Parameters tab until I was happy with the way it looked.

    The background is from the Skies of iRadiance bundle. I just loaded it, reduced the Environment Intensity, and rotated it until it looked good.

    I LOVE that I can experiment and I don't have to wait for the picture to render in order to see what my tweaks do! Heck, this Filatoon might even get me to try animation.

     

     

  • Oso3D said:

    Starship64 said:

    How did you get the space ship and space station as line drawings?

     

    Oso3D said:

    Here are some of my FilaToon experiments:

    Going in and basically yanking out all the base color maps. ;)

    I'll try that. Thanks.

     

  • ArtiniArtini Posts: 9,517
    edited October 23

    SolitarySandpiper said:

    Artini said:

    I like the colors and the composition of your image, @Llola Lane

    There was some tip about making outline thicker in this thread,

    but I have also not succeded with changing outline yet.

     

    Easy Fix... The outline is created by a geoshell, find the geoshell in the scene tab and increase its offset in the parameters tab.... done. 

    Thanks. I have tried it on Sawmill  - https://www.daz3d.com/sawmill

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    Post edited by Artini on
  • ArtiniArtini Posts: 9,517
    edited October 23

    Thanks for the testing, @necroscension

    HDRI actually works with FilaToon, just need to experiment more with them.

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  • Mada said:

    dan_thomas said:

    Filatoon looks promising. But how can I move character's floating eyes? It seems floating eyes always focus camera or perspective view. I am not sure if it is optical illusion as someone suggested because renders showed her eyes looking back at the view. If I can't move her eyes, this is a deal breaker for making visual stories with Filatoon.

    First post :)
    Q: The eyes create an optical illusion of always looking at the viewer
    A: If you load a Toon figure and zero out the anime morph to get the default Genesis and that happens, you can use Toon Iris Depth Left and Right to fix it :)

    Thanks for your answer but your method seems to fix the iris on center of the eye. How can I move the iris to left/right or up/down after fixing it?

     

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