Anime Toons and Filatoon Shader Q&A

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  • Back to strand-based hairs, has anyone managed to get any of HM's G8 hairs working at all? I've tried every combination of settings I can think of, they're all completely invisible under filament, regardless of whether I'm using the original shaders or filatoon. I have quite a few of their hairstyles and none of them show up in filament. They work fine in iray or texture shaded, but no matter what I haven't managed to get them to show up at all. I've managed to get Daz to crash a few times messing with settings, but more often than not it's just not doing anything. I know SBH is extremely hit and miss with filatoon to begin with, but so far it's the *only* thing holding me back from using it exclusively for my comics going forward (existing characters have to have *some* level of continuity, y'know?). If there could be a plugin or a blender script or something to convert SBH into solid geometric hair I'd be all over it in a millisecond. Might even be worth the monthly subscription, just sayin'.

  • DartanbeckDartanbeck Posts: 21,522

    I haven't been using the SBH hair much - and not at all in Filament/FilaToon, but Oso has been getting Excellent success with it - I guess something with the Tessellation value in the parameters pane?

    I wish I could tell you more, but I do know that it works. I think Gordig might have ot working in this or one of the other FilaToon threads.

     

    As an aside, I use Linday's Mesh-based dForce hair, and it works Great in FilaToon!!!

  • ArtiniArtini Posts: 9,445

    Great video and achievements with FilaToon, @Dartanbeck

     

  • DartanbeckDartanbeck Posts: 21,522

    Artini said:

    Great video and achievements with FilaToon, @Dartanbeck

    Thanks Artini!

    It's really cool that we can render these using Filament! So Fast!!!

    And it also makes it really fun while in "working mode" because we're working while seeing the actual render! So Cool!

  • Ghosty12Ghosty12 Posts: 2,056
    edited October 31

    Found a interesting thing with Filatoon, it is not easy to get a shaved head look with it. The image here is the best I could get and that was a trial of having to edit the scalps alpha texture for the opacity channel to have a transparent background. As not doing so would cause the entire hair cap to show.

    As you can also see that the cap is not in shadow like the rest of that side of the hair, not sure how to get that to work, even with the ambient and rim colors set to black. I think the only option would be to have a completely shaved bald look to get around the issue with hair caps.

    Dartanbeck said:

    Artini said:

    Great video and achievements with FilaToon, @Dartanbeck

    Thanks Artini!

    It's really cool that we can render these using Filament! So Fast!!!

    And it also makes it really fun while in "working mode" because we're working while seeing the actual render! So Cool!

    I find Filatoon awesome and can't wait to see what you have in store for us on how to get the ultimate out of Filatoon. smiley

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    Post edited by Ghosty12 on
  • SolitarySandpiper said:

    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.

    Is that a 2nd geoshell for the body hair or did you tweak the toon geoshell? I'm interested in the settings please. I used the geoshell for the body hair for one of my pre-filatoon characters. Filament wasn't friendly with it and caused the mesh's low res aspects to show up in the render where the hair wasn't. I would have these overlay squares show up in solid areas. Not great so I abandoned it. I'd like to go back to it, but I'm curious as to how you achieved it.

  • DartanbeckDartanbeck Posts: 21,522

    An option that I did for my "Dartanbeck 8" character was to add the texture maps from the GeoShell to the desired texture maps for the character in Affinity Photo as new layers (in all of the requires map types - Base Color, Spec, etc.,) and made new texture maps from the result - which helped to cut down on resources making for even speedier renders. Just food for thought.

  • SolitarySandpiperSolitarySandpiper Posts: 551
    edited October 31

    Ghosty12 said:

    Found a interesting thing with Filatoon, it is not easy to get a shaved head look with it. The image here is the best I could get and that was a trial of having to edit the scalps alpha texture for the opacity channel to have a transparent background. As not doing so would cause the entire hair cap to show.

    As you can also see that the cap is not in shadow like the rest of that side of the hair, not sure how to get that to work, even with the ambient and rim colors set to black. I think the only option would be to have a completely shaved bald look to get around the issue with hair caps.

    Dartanbeck said:

    Artini said:

    Great video and achievements with FilaToon, @Dartanbeck

    Thanks Artini!

    It's really cool that we can render these using Filament! So Fast!!!

    And it also makes it really fun while in "working mode" because we're working while seeing the actual render! So Cool!

    I find Filatoon awesome and can't wait to see what you have in store for us on how to get the ultimate out of Filatoon. smiley

    Not sure if this is the effect you're after but Bluejaunte has products that work.

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    Post edited by SolitarySandpiper on
  • GRFK DSGN Unlimited said:

    SolitarySandpiper said:

    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.

    Is that a 2nd geoshell for the body hair or did you tweak the toon geoshell? I'm interested in the settings please. I used the geoshell for the body hair for one of my pre-filatoon characters. Filament wasn't friendly with it and caused the mesh's low res aspects to show up in the render where the hair wasn't. I would have these overlay squares show up in solid areas. Not great so I abandoned it. I'd like to go back to it, but I'm curious as to how you achieved it.

    It's just the geoshell out of the box, no converting to filatoon... it loads in with an unwanted gloss that was easy to remove in the surfaces tab (lowering thing that said gloss and increasing things that said roughness until it went away, lol).

    Trust me, if it was too technical i wouldn't have worked it out and there may well be more refined solutions out there but this is my quick and dirty solution.

  • SolitarySandpiper said:

    GRFK DSGN Unlimited said:

    SolitarySandpiper said:

    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.

    Is that a 2nd geoshell for the body hair or did you tweak the toon geoshell? I'm interested in the settings please. I used the geoshell for the body hair for one of my pre-filatoon characters. Filament wasn't friendly with it and caused the mesh's low res aspects to show up in the render where the hair wasn't. I would have these overlay squares show up in solid areas. Not great so I abandoned it. I'd like to go back to it, but I'm curious as to how you achieved it.

    It's just the geoshell out of the box, no converting to filatoon... it loads in with an unwanted gloss that was easy to remove in the surfaces tab (lowering thing that said gloss and increasing things that said roughness until it went away, lol).

    Trust me, if it was too technical i wouldn't have worked it out and there may well be more refined solutions out there but this is my quick and dirty solution.

    So in essence you have 2 geoshells. One for the Filatoon and one for the Jepe product, correct? I think I have the Jepe product cause I believe I've edited the textures to suit my taste. I may go back to using it rather than having to add the hairs to the main texture map.

  • Ghosty12Ghosty12 Posts: 2,056
    edited October 31

    SolitarySandpiper said:

    Ghosty12 said:

    Found a interesting thing with Filatoon, it is not easy to get a shaved head look with it. The image here is the best I could get and that was a trial of having to edit the scalps alpha texture for the opacity channel to have a transparent background. As not doing so would cause the entire hair cap to show.

    As you can also see that the cap is not in shadow like the rest of that side of the hair, not sure how to get that to work, even with the ambient and rim colors set to black. I think the only option would be to have a completely shaved bald look to get around the issue with hair caps.

    Dartanbeck said:

    Artini said:

    Great video and achievements with FilaToon, @Dartanbeck

    Thanks Artini!

    It's really cool that we can render these using Filament! So Fast!!!

    And it also makes it really fun while in "working mode" because we're working while seeing the actual render! So Cool!

    I find Filatoon awesome and can't wait to see what you have in store for us on how to get the ultimate out of Filatoon. smiley

    Not sure if this is the effect you're after but Bluejaunte has products that work.

    Cool thank you I will try that as unfortunately the hair cap setup for MR's Gem hair, does not work well with Filatoon. 

    Post edited by Ghosty12 on
  • GRFK DSGN Unlimited said:

    So in essence you have 2 geoshells. One for the Filatoon and one for the Jepe product, correct? I think I have the Jepe product cause I believe I've edited the textures to suit my taste. I may go back to using it rather than having to add the hairs to the main texture map.

    Correct... the hair product geoshell and the filatoon outline geoshell.

    it's a similar situation with the shaved head geoshell i've just posted about above... the shells work fine if the results are acceptable?

    i appreciate that in some cases the effect might not be in the correct style for some.

  • Curious as to what size (pixel wise) everyone is rendering their images. I tend to do larger sizes as I run my images thru a Photoshop action. The action doesn't do well with smaller sizes. Didn't have an issue when doing non-Filatoon renders. But for some reason when I do a FilaToon render at my usual size (6250 x 8750), Daz will crash. I look in the log file and there's no error message. All I get is where I initiated the render and then when I open the program back up after the crash. Was wondering if it was just me or if anyone else experienced this when rendering large sizes. Also is crashed info kept anywhere else besides the log file?

  • I converted another character of mine to FilaToon. I used Jepe's body hair geo shell with a few modifications. I applied an outline to the hair but not the shader as I wasn't too happy with the effect. I didn't apply an outline to the beard cause I didn't think  it needed it. I applied the metal filatoon shader to the cyber arm. Once rendered, I took into photoshop and applied an action based off of the tutorial below. I just wish I could figure out a way that I didn't have to touch up the filatoon outline around the nose. It does part of it but not all of it.

    https://blog.spoongraphics.co.uk/tutorials/videos/video-tutorial-grand-theft-auto-gta-effect-photoshop

    Augustine_FilaToon_Test-103124-01-GTA3+HDR.jpg
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  • Experimenting some more towards visual styles that have a romanticized feel. I'm just loving how versatile and fun filatoon is. heart

  • 3Diva3Diva Posts: 11,435

    @SapphireBlue That's stunning! Gorgeous work! I love that Filatoon can render bloom. 

    I really like the style and execution of that work, it's very artistic in it's composition and color choices - well done!

  • 3Diva3Diva Posts: 11,435

    GRFK DSGN Unlimited said:

    Curious as to what size (pixel wise) everyone is rendering their images. I tend to do larger sizes as I run my images thru a Photoshop action. The action doesn't do well with smaller sizes. Didn't have an issue when doing non-Filatoon renders. But for some reason when I do a FilaToon render at my usual size (6250 x 8750), Daz will crash. I look in the log file and there's no error message. All I get is where I initiated the render and then when I open the program back up after the crash. Was wondering if it was just me or if anyone else experienced this when rendering large sizes. Also is crashed info kept anywhere else besides the log file?

    I've not had crash issues with Filatoon but I'm rendering about 2000x2600 - so nowhere near the size you're rendering. 

  • HylasHylas Posts: 4,971

    SapphireBlue said:

    Experimenting some more towards visual styles that have a romanticized feel. I'm just loving how versatile and fun filatoon is. heart

    gorgeous!

  • ArtiniArtini Posts: 9,445

    Looks very, very nice, @SapphireBlue

    and I like very much both visuals and the style you have achieved.

     

  • So what exactly does Bloom do? I'm not that familiar with the concept.

  • vrba79vrba79 Posts: 1,357

    SapphireBlue said:

    Experimenting some more towards visual styles that have a romanticized feel. I'm just loving how versatile and fun filatoon is. heart

    Yeah, its proving to be very versitile. As a comic artist I'm in heaven.

  • DartanbeckDartanbeck Posts: 21,522

    Awesome! Daz 3D made my FilaToon Introduction Tutorial Free for All!!!

  • ArtiniArtini Posts: 9,445

    Great, @Dartanbeck, off to watch it now.

     

  • vrba79vrba79 Posts: 1,357

    Dartanbeck said:

    Awesome! Daz 3D made my FilaToon Introduction Tutorial Free for All!!!

    Awesome. There was a user who was requesting a video tutorial. I hope they find your post. As for me, I'll watch and see what pointers I can pick up.

  • ArtiniArtini Posts: 9,445
    edited November 1

    More fun with FilaToon and Drops Generator

    https://www.daz3d.com/drops-generator

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    Post edited by Artini on
  • N-RArtsN-RArts Posts: 1,490

    What is the constant shader for?

    Plus, does anyone know how to get opacity maps to work? I converted my material to Iray, then to Filatoon. I had to load the opacity map in again, and adjust the PBR Masked Threshold, but it hasn't hidden the part which is meant to be transparent (I'd upload a picture, but it won't upload).

  • DartanbeckDartanbeck Posts: 21,522

    N-RArts said:

    What is the constant shader for?

    This is the only of those five presets that doesn't automatically add a Toon Outline. I'm sure that there are other differences too - but I haven't gone looking for them yet.

    Plus, does anyone know how to get opacity maps to work? I converted my material to Iray, then to Filatoon. I had to load the opacity map in again, and adjust the PBR Masked Threshold, but it hasn't hidden the part which is meant to be transparent (I'd upload a picture, but it won't upload).

    Those two things should be the ticket to getting your opacity map to work. Perhaps something else it at play here. Not sure what to say

  • SapphireBlueSapphireBlue Posts: 938
    edited November 2

    3DivaHylas and Artini Thank you all so much!! heart I'm loving the FilaToon shaders and Filament!

     

    vrba79 I have to say that everytime I've seen a comment from you about FilaToon, I feel happy for you. I can sense your joy with it. smiley For any of us enjoying creating NPR renders, and jumping through so many hoops before with our processes and postwork, this feels really good! I'm so glad DAZ has added FilaToon to DS, and with the amazing benefit of the fast renders we get with filament. laugh

     

    Dartanbeck Ooh awesome! I'll go watch the tutorial soon and take some notes! smiley

     

    GRFK DSGN Unlimited From wikipedia, bloom's an effect that "produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of an extremely bright light overwhelming the camera or eye capturing the scene".

    In my previous render, the light from behind the girl bleeds into the edges of the figure and props, giving the feeling of super bright sunlight. It also creates a softer look. Depending on the feel and style we want, it can be one more tool in our toolbox. Here's a nice video from Rauko on how to use bloom in DAZ: 

     

    Post edited by SapphireBlue on
  • I really like 3Diva and Llynara's Easy light and render - silhouettes a lot, and have been wondering if I could put it to use with FilaToon and Filament as well. I tried to use it in Filament with the FilaToon shaders, and KA's atmosphere for filament. The latter did some interesting things with the outlines and such.

    (3Diva, I hope you both consider doing a version of it for Filament and FilaToon - I know I'd be all over it! smiley The fast renders in Filament mean I'd not feel so lazy about doing some silhouette animation, which I've always loved.)

  • N-RArtsN-RArts Posts: 1,490
    edited November 2

    Dartanbeck said:

    N-RArts said:

    What is the constant shader for?

    This is the only of those five presets that doesn't automatically add a Toon Outline. I'm sure that there are other differences too - but I haven't gone looking for them yet.

    Plus, does anyone know how to get opacity maps to work? I converted my material to Iray, then to Filatoon. I had to load the opacity map in again, and adjust the PBR Masked Threshold, but it hasn't hidden the part which is meant to be transparent (I'd upload a picture, but it won't upload).

    Those two things should be the ticket to getting your opacity map to work. Perhaps something else it at play here. Not sure what to say

    Okay. Thanks :)

    I've been using the General preset shader, and not the Base shader. For some unknown reason the transparency/opacity maps won't work with the General shader. So I had to use the Base shader instead. 

     

    Post edited by N-RArts on
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