Anime Toons and Filatoon Shader Q&A

1192022242529

Comments

  • HylasHylas Posts: 5,027

    TheNathanParable said:

    You can use the glass shader in the same scene as FilaToon, but it won't have a toon outline. My Big Boi Bathing render uses the glass shader on the water droplets: https://www.daz3d.com/gallery/user/6736226870624256#gallery=newest&page=1&image=1353125

    Wait, how did you do the body hair? I thought strand-based hair didn't work in Filament?

  • Hylas said:

    TheNathanParable said:

    You can use the glass shader in the same scene as FilaToon, but it won't have a toon outline. My Big Boi Bathing render uses the glass shader on the water droplets: https://www.daz3d.com/gallery/user/6736226870624256#gallery=newest&page=1&image=1353125

    Wait, how did you do the body hair? I thought strand-based hair didn't work in Filament?

    I'm not at my PC right now, and I can't remember the names off the top of my head, but have to turn on "display preview hairs" and turn up the viewport subdivision/tessellation/whatever it's called. Save your file before doing it though, I've had Daz crash on me before when doing it for too many hairs at once.
  • SolitarySandpiperSolitarySandpiper Posts: 566
    edited October 28

    I've got a couple of jepe's body hair products and they both seem to work with a little tweeking of the surfaces... 

    The beard is Jepe's Omni Body Hair for Gen 9, which needed the ouline turning off and the tessellation increasing to 5.

    The body hair is Jepe's body hair project for Gen 9, thats a geoshell product that loads in glossy in filiment but just turn down the glossy in the surfaces and increase the roughness.

    2410280111.jpg
    3000 x 1874 - 2M
    Post edited by SolitarySandpiper on
  • MadaMada Posts: 2,004

    scorpio said:

    Oso3D said:

    Rim is an amazing and easily overlooked parameter. 
    it needs distant light, but you don't have to use a lot.

    Is there anywhere that lists what all the parameters do?

    @Scorpio In my first post I tried to give a brief overview on what all the settings do in the images... but honestly the best thing is to start sliding the dials around and observe what it does, and what appeals to you. There is such a wide range of possibilities and options, its impossible to cover them all - and that is the best part of Filatoon imo - seeing all the experimenting people are doing and getting the results they wanted, and then posting what they did - that is so good to see the community spirit again.

  • MadaMada Posts: 2,004

    Wonderland said:

    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


     

    Wow! That's fantastic! I will have to try that. I didn't even realize Tilt Brush lets you export in FBX! 

    You can find your exports under Documents -> Tilt Brush -> Exports -> Untitled_plus number folder -> and then folders for fbx, glb, json and usd :)

  • kenmokenmo Posts: 910

    Is there a youtube video on how to use this filatoon shader? I find the tutorial here too confusing to follow. A video would be much easier. Thanks kindly...

  • Mada said:

    scorpio said:

    Oso3D said:

    Rim is an amazing and easily overlooked parameter. 
    it needs distant light, but you don't have to use a lot.

    Is there anywhere that lists what all the parameters do?

    @Scorpio In my first post I tried to give a brief overview on what all the settings do in the images... but honestly the best thing is to start sliding the dials around and observe what it does, and what appeals to you. There is such a wide range of possibilities and options, its impossible to cover them all - and that is the best part of Filatoon imo - seeing all the experimenting people are doing and getting the results they wanted, and then posting what they did - that is so good to see the community spirit again.

     That would be judging by results alone, without knowing the principle of change.

     If I do not grasp the principles of the parameters, I will not get the result I want when other conditions change, and I will often go a long way.
     In still image production, I only need to succeed for one frame, so I can just keep fiddling with the sliders and someday the problem will be solved.
     However, in video production, conditions change with time.
     If I set it up without grasping the principle, I often find that some frames of the video succeed, but other frames are out of order.

     I used to spend a lot of detours and a lot of wasted time when using dForce.
     In a hobby, detours are fun, but at work they are a major profit/loss.

     The parameter manual is always very helpful as a clue.
     Your first post was very useful and helpful to me.
     Thank you.

     It took me a bit of time because I could not use the translation tool directly because of the images.

  • MadaMada Posts: 2,004
    edited October 29

    Space Jingoroh said:

     That would be judging by results alone, without knowing the principle of change.

     If I do not grasp the principles of the parameters, I will not get the result I want when other conditions change, and I will often go a long way.
     In still image production, I only need to succeed for one frame, so I can just keep fiddling with the sliders and someday the problem will be solved.
     However, in video production, conditions change with time.
     If I set it up without grasping the principle, I often find that some frames of the video succeed, but other frames are out of order.

     I used to spend a lot of detours and a lot of wasted time when using dForce.
     In a hobby, detours are fun, but at work they are a major profit/loss.

     The parameter manual is always very helpful as a clue.
     Your first post was very useful and helpful to me.
     Thank you.

     It took me a bit of time because I could not use the translation tool directly because of the images.

    oh good point about the translation issue - thanks for letting me know, I added text to the first post under the images in case someone else run into the same issue :)

    Post edited by Mada on
  • Mada said:

    Space Jingoroh said:

     That would be judging by results alone, without knowing the principle of change.

     If I do not grasp the principles of the parameters, I will not get the result I want when other conditions change, and I will often go a long way.
     In still image production, I only need to succeed for one frame, so I can just keep fiddling with the sliders and someday the problem will be solved.
     However, in video production, conditions change with time.
     If I set it up without grasping the principle, I often find that some frames of the video succeed, but other frames are out of order.

     I used to spend a lot of detours and a lot of wasted time when using dForce.
     In a hobby, detours are fun, but at work they are a major profit/loss.

     The parameter manual is always very helpful as a clue.
     Your first post was very useful and helpful to me.
     Thank you.

     It took me a bit of time because I could not use the translation tool directly because of the images.

    oh good point about the translation issue - thanks for letting me know, I added text to the first post under the images in case someone else run into the same issue :)

     Thank you very much!
     When I opened it, I was able to read it instantly through the browser's translation!

     The tutorial videos on the Daz store are very hard to translate, and I have purchased many in the past, but I could hardly use them.
     Therefore, textual technical explanations are very helpful to me.

     Many of the tutorial videos are not accurately translated into text by machine speech recognition due to pronunciation, and because of the colloquial style of writing, machine translation often turns out to be bullshit.
     Technical terms are also often confused and translated incorrectly by machine translation.

     Therefore, the best way to understand the explanation is to read the machine translation while referring to the original text.

  • is fila-toon the same as the normal filament or are there differences?

    Can i use the Sickleyield - Fila - Tools even for the toon?

  • LeanaLeana Posts: 11,784

    FilaToon is a specific toon shader to use with the Filament engine, just like you have for example toon shaders for Iray.

  • scorpioscorpio Posts: 8,430

    Mada said:

    scorpio said:

    Oso3D said:

    Rim is an amazing and easily overlooked parameter. 
    it needs distant light, but you don't have to use a lot.

    Is there anywhere that lists what all the parameters do?

    @Scorpio In my first post I tried to give a brief overview on what all the settings do in the images... but honestly the best thing is to start sliding the dials around and observe what it does, and what appeals to you. There is such a wide range of possibilities and options, its impossible to cover them all - and that is the best part of Filatoon imo - seeing all the experimenting people are doing and getting the results they wanted, and then posting what they did - that is so good to see the community spirit again.

    I guess thats a no then.

    Its all ok twidling dials but unless I have some idea what they do its a bit pointless, i have been playing with the dials and most of the time I can't see any change as I don't have a clue what to look for.

     

  • ArtiniArtini Posts: 9,514

    By the way Glass for Filament https://www.daz3d.com/glass-for-filament

    works also in Filatoon and it looks similar to the glass in iray.

    One do not get toonish look with it, but probably it is easier to customize it further.

     

  • Richard HaseltineRichard Haseltine Posts: 101,525

    Artini said:

    By the way Glass for Filament https://www.daz3d.com/glass-for-filament

    works also in Filatoon and it looks similar to the glass in iray.

    One do not get toonish look with it, but probably it is easier to customize it further.

    Filatoon is a new shader, it isn't a new version of Filament, so anything that works in Filament can be used alongside FilaToon (how good the combo looks will of course vary).

  • Artini said:

    By the way Glass for Filament https://www.daz3d.com/glass-for-filament

    works also in Filatoon and it looks similar to the glass in iray.

    One do not get toonish look with it, but probably it is easier to customize it further.

     

    That's good to know... the iray glass shader works too, they use it in the filatoon products where glass is present like buildings and the recent sunglasses collection, they have tweaked (at least) one of the parameters though because when i use a iray glass shader directly things like eyebrows and eyelashes turn invisible when viewed through the glass but when i copy and paste the settings from the above mentioned products they remain visible, i need to go through and see which settings causes them to vanish.

    it's all very interesting though and i might just get that filament glass shader anyway.

  • Space JingorohSpace Jingoroh Posts: 170
    edited October 30
    Aiko9_Test03.png
    1159 x 1500 - 2M
    Post edited by Space Jingoroh on
  • MadaMada Posts: 2,004
  • vrba79vrba79 Posts: 1,408

    Will they sticky this thread? I feel like it would be very useful if they did.

  • HylasHylas Posts: 5,027

    Noooooo sticky threads die!

  • ArtiniArtini Posts: 9,514

    Richard Haseltine said:

    Artini said:

    By the way Glass for Filament https://www.daz3d.com/glass-for-filament

    works also in Filatoon and it looks similar to the glass in iray.

    One do not get toonish look with it, but probably it is easier to customize it further.

    Filatoon is a new shader, it isn't a new version of Filament, so anything that works in Filament can be used alongside FilaToon (how good the combo looks will of course vary).

    Thank you, Richard, for the confirmation of what I have suspected.

    Need to explore more Filament items in my library and check how they look like together with FilaToon.

     

  • Space JingorohSpace Jingoroh Posts: 170
    edited October 30
    G8_Test01.png
    1920 x 2485 - 6M
    G8_Test02.png
    1920 x 2485 - 6M
    G8_Test03.png
    1920 x 2485 - 5M
    G8_Test04.png
    1920 x 2485 - 4M
    Post edited by Space Jingoroh on
  • Lonesome CowboyLonesome Cowboy Posts: 158
    edited October 30

    What about shadows in Filament? Don't manga have shadows?

    I have a shadow tool from SY, but it only has primitives and a human figure in a standing pose. So it does not work in every case.
    Have a look at the feet.

    Does anyone know anything about this?

     

    Ist möglicherweise ein Bild von 1 Person und Text

    Post edited by Lonesome Cowboy on
  • TesseractSpaceTesseractSpace Posts: 1,410

    Lonesome Cowboy said:

    What about shadows in Filament? Don't manga have shadows?

    I have a shadow tool from SY, but it only has primitives and a human figure in a standing pose. So it does not work in every case.
    Have a look at the feet.

    Does anyone know anything about this?

    You can have shadows in Filament now. The lights have to be set to cast shadows and surfaces set to receive them.

  • Lonesome CowboyLonesome Cowboy Posts: 158
    edited October 30

    TesseractSpace said:

    Lonesome Cowboy said:

    What about shadows in Filament? Don't manga have shadows?

    I have a shadow tool from SY, but it only has primitives and a human figure in a standing pose. So it does not work in every case.
    Have a look at the feet.

    Does anyone know anything about this?

    You can have shadows in Filament now. The lights have to be set to cast shadows and surfaces set to receive them.

     

    do i set here distant and spotlights and adjust them manually or is it possible with a hdri too?

    Post edited by Lonesome Cowboy on
  • TesseractSpace said:

    Lonesome Cowboy said:

    What about shadows in Filament? Don't manga have shadows?

    I have a shadow tool from SY, but it only has primitives and a human figure in a standing pose. So it does not work in every case.
    Have a look at the feet.

    Does anyone know anything about this?

    You can have shadows in Filament now. The lights have to be set to cast shadows and surfaces set to receive them.

     

    Where do you set surfaces to receive shadows?

     

  • TesseractSpaceTesseractSpace Posts: 1,410
    edited October 30

    do i set here distant and spotlights and adjust them manually or is it possible with a hdri too?

    So far as I know, HDRIs don't cast shadows in Filament. You need at least one distant light, and you can set the shadow to deep shadow map to make that or a spotlight cast shadows.

     

    Where do you set surfaces to receive shadows?

    In the surfaces tab at the top of any filatoon surface are toggles for casting and receiving shadows. I believe they are on by default. 

     

    After learning how to light in Iray, it's weird dealing with light sources and materials that can selectively cast shadows again.

    Screenshot 2024-10-30 081343.png
    745 x 916 - 149K
    Screenshot 2024-10-30 081235.png
    713 x 489 - 135K
    Post edited by TesseractSpace on
  • TesseractSpaceTesseractSpace Posts: 1,410
    edited October 30

    Can someone check something for me?  If I use the Basic Filatoon Environment in the G9 Starter Essentials, my Filament Draw Options has a lot of settings for Bloom at the bottom of the parameters. But if I use the Create Menu to add a Filament Draw Options node to a scene it only has the Bloom Strength option for Bloom. Is it the same for anyone else? I noticed this when I tried some Filatoon draw options from Dartanbeck and they removed the bloom section, and looking further it just seems there are two different versions of the node, one from the Basic Filatoon Environment, and one from the Create Menu. And while the menu won't allow you to overwrite an existing node, saved presets evidently will.

     

    If this is the norm, then if we're interested in using Bloom effects, we should get the Filament Draw Options from the Basic Filatoon Environment rather than the Create menu.

    Screenshot 2024-10-30 090212.png
    735 x 1181 - 217K
    Screenshot 2024-10-30 090351.png
    731 x 1160 - 241K
    Post edited by TesseractSpace on
  • SolitarySandpiperSolitarySandpiper Posts: 566
    edited October 30

    It's really quite simple to get a usable glass effect in your toon renders... so easy that i'm sure many of you will already know the principle but for anyone who doesn't you can use a iray glass shader on a primitive then do the following...

    glass effect.png
    3440 x 1440 - 2M
    Post edited by SolitarySandpiper on
  • Space JingorohSpace Jingoroh Posts: 170
    edited October 30
  • 3Diva3Diva Posts: 11,634

    Space Jingoroh said:

     I cast a shadow on the ground.

     Aiko shoes have titanium sliders on the toes.

    Your renders with Filatoon look great! Nice FX you've added! :D

Sign In or Register to comment.