Anime Toons and Filatoon Shader Q&A

12224262728

Comments

  • DartanbeckDartanbeck Posts: 21,569

    Unless, perhaps, you may have accidentally had the wrong map selected? Maybe?

    I use the General preset all the time. It provides the cool Toon Outline. When I use the Base, I always have to create my own GeoShell for the outline.

     

    I'm not sure what was going wrong, but I hope you try again with a few of the other presets - including general. General is a very useful preset for a good many things! ;)

  • 3Diva3Diva Posts: 11,509

    SapphireBlue said:

    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.)

    Oh I like that render - that turned out really cool!

    And thank you for the product suggestion. A Silhouettes product for Filament could be cool. :) I definitely prefer the lightning fast render times of Filament, so having a product that does that with Filament rendering might be fun. :D

  • vrba79vrba79 Posts: 1,398

     

    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

     

     

    Its true! I haven't felt this much pure excitement over a Daz3D product since the rollout of the original Genesis figure.

  • Richard HaseltineRichard Haseltine Posts: 100,882

    N-RArts said:

    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. 

    Not having the outline is not the main featue - the constant shader gives absolutely flat colour, for a very pure cell-shaded look (or useful for masking).

  • DartanbeckDartanbeck Posts: 21,569

    yes

  • Question: I'm on the fence as to which effect I like better. The one on the left is an unaltered render from my 3d program. The image on the right is the same render but running a Photoshop action on it. I like both, but I think the one on the left is closer to the Grand Theft Auto effect I was going after. Thoughts?

    Augustine-FilaToon-Test-110224-01-comparison.jpg
    3000 x 2100 - 3M
  • To add, I also customized one of the LUT files to my tastes. I didn't like the sharp transitions to the shadows.

  • DartanbeckDartanbeck Posts: 21,569

    That's definitely your own personal taste.

    To me, they both look kind of stuck somewhere between photo-real and toon. Too much fine-tuned bump (or something?) for toon, and too much toon to be photo-real-like. 

    To get towards the Toon side of things, I think I like that more flat tones of the one on the left. I do like that saturation of the one on the right - especially on the hair, but the fine details of it all - I think especially on the skin(?) seems (to me) to take it away from the Toon look - which, who knows... maybe that's what you want. 

     

    I've been toiling with these issues myself - so you're definitely not alone in this.

     

    I'll make a Rosie 8.24 Toon using FilaToon, and I really like it. But then when I see it more, it feels like it's too detailed to be used as Toon or anime/Manga - which I think that the Genesis 9 Toon base figures and supplements just nail perfectly. So my favorite "Rosie" toon so far is based upon the Genesis 9 Toon Base Female (well... Aiko 9, actually) with the Dark Elf Vicky 9 FilaToon skin, and then I really like how Toon/Anime the Linday dForce hair (any/all of them) look after converting to FilaToon.

     

    So it's all pretty muuch what style we're going for. I've never played GTA, so I don't know what the style is for that. Some games do fall somewhere in between. 

     

    So I'm hoping that some of these considerations help to answer what you're looking for - at least help you decide for yourself. It can be a slippery slope on a tough mountain to climb.

  • I'm not going for Anime/Manga. Example of what I'm going after attached to this post. Excuse the misogynistic undertones.

    A-screenshot-from-GTA-5-008.jpg
    460 x 276 - 87K
  • 3Diva3Diva Posts: 11,509

    GRFK DSGN Unlimited said:

    Question: I'm on the fence as to which effect I like better. The one on the left is an unaltered render from my 3d program. The image on the right is the same render but running a Photoshop action on it. I like both, but I think the one on the left is closer to the Grand Theft Auto effect I was going after. Thoughts?

    They both look neat and it really just comes down to personal style preference, I think. However, judging by your other post, it looks like you're after a bit of a Grand Theft Auto art style, so if that's the case I think the image on the right is a bit closer to that style. But you should just go with the look that you, yourself, like the most. In writing circles there's a saying "Write the book you want to read." - I think in the art world that could translate to "Create the art that you want to see". In the end, you might consider going with the styles and looks that you, personally, find appealing. :) 

  • DartanbeckDartanbeck Posts: 21,569

    Another thing to try is to put one over the other in a layer stack and blend them together in various ways - try it with one over the other, then the other way around.

    I do that in Fusion for my animations - sometimes just using something as simple as a rectangular or oval mask - other times a full blend from one to the other. That's how I got the effect of Rosie getting completely soaked (from completely dry) in the same shot. 

     

    Sometimes it's nice to use actual brush strokes to dictate the blend.

  • HylasHylas Posts: 4,988

    GRFK DSGN Unlimited said:

    Question: I'm on the fence as to which effect I like better. The one on the left is an unaltered render from my 3d program. The image on the right is the same render but running a Photoshop action on it. I like both, but I think the one on the left is closer to the Grand Theft Auto effect I was going after. Thoughts?

    I like the one on the right better, if you're going for the GTA promo aesthetic.

  • ArtiniArtini Posts: 9,458
    edited November 3

    Anybody playing with UltraScenery 2 and FilaToon?

    us2at20241103a.jpg
    1920 x 1200 - 770K
    Post edited by Artini on
  • DartanbeckDartanbeck Posts: 21,569

    yes

  • Oso3DOso3D Posts: 15,009

    From upcoming product, FilaToon UltraScenery 2.

     

     

    ORSFE Popup 01.jpg
    2600 x 2000 - 2M
  • MoreTNMoreTN Posts: 296

    Oso3D said:

    From upcoming product, FilaToon UltraScenery 2.

    Ooooohhhh

  • DartanbeckDartanbeck Posts: 21,569

    Oso3D said:

    From upcoming product, FilaToon UltraScenery 2.

     

    Awesome!!!

  • Oso3DOso3D Posts: 15,009

    Er, to be clear, my product is the robot FilaToon stuff. I just meant that I used UltraScenery 2 with filatoon settings.

    It hit me that could have been misconstrued. ;)

     

  • DartanbeckDartanbeck Posts: 21,569

    Oso3D said:

    Er, to be clear, my product is the robot FilaToon stuff. I just meant that I used UltraScenery 2 with filatoon settings.

    It hit me that could have been misconstrued. ;)

    smiley Yes! That's what I figured!!! smiley 

  • SapphireBlueSapphireBlue Posts: 959
    edited November 5

    Trying to use SY's Blur for Filament and KA's atmosphere for Filament together to simulate DOF. It also works to create 2 - 3 of our own planes at different distances (white/grey with different levels of transparency) to simulate DOF as well, but these two add a little bit of texture. I liked the buildings pre-filatoon conversion so left those as is, especially as they kept their original emissive settings. BW style is set with the options in Filament's Draw Settings.

    EDIT: I wasn't too happy finally with leaving the buildings as is, so I decided to filatoon the buildings again but this time duplicate the emissives from the original buildings. (I couldn't figure out how do those otherwise.)

     

    "She just stood there, like a piece of sunshine in the pouring rain" (New version with FilaToon applied to the buildings as well)

     

    (Old version with buildings without FilaToon shading)

    Post edited by SapphireBlue on
  • DartanbeckDartanbeck Posts: 21,569

    Very cool Indeed!!!

  • IchigoIchigo Posts: 7

    Wow, this amazing, everyone's work here is so inspiring. Honestly, as I think someone else already said in this thread or another, this is life changing. Not exaggerating, I had toiled with Daz for several years trying to get a cel shaded look with iray renders and postwork, but there were always issues with getting the result I wanted. Now with Filatoon and the new anime base figures it's instant success, I'm having so much fun. These are the few of the images I've made as I'm figuring things out. There is still post work, filters on the background to make it more cel-shaded looking, and on both the figures and the backgrounds to add more outlines.

    I found dialing in different amounts the Toon Heroes figures by JoeQuick is helpful for getting more "western" animation or mature looking figures. I'm still playing around and trying to figure out the best way to blend the backgrounds with figures. In the image of the red haired girl, I exported the texture for her dress, added filters to flatten the colors and add lines, then used that new image for the base color of the dress, and I think that worked pretty well.

    Toon_1.png
    1523 x 1523 - 5M
    ToonTest7Final.png
    1523 x 1523 - 3M
  • DartanbeckDartanbeck Posts: 21,569

    Ichigo said:

    Wow, this amazing, everyone's work here is so inspiring. Honestly, as I think someone else already said in this thread or another, this is life changing. Not exaggerating, I had toiled with Daz for several years trying to get a cel shaded look with iray renders and postwork, but there were always issues with getting the result I wanted. Now with Filatoon and the new anime base figures it's instant success, I'm having so much fun. These are the few of the images I've made as I'm figuring things out. There is still post work, filters on the background to make it more cel-shaded looking, and on both the figures and the backgrounds to add more outlines.

    I found dialing in different amounts the Toon Heroes figures by JoeQuick is helpful for getting more "western" animation or mature looking figures. I'm still playing around and trying to figure out the best way to blend the backgrounds with figures. In the image of the red haired girl, I exported the texture for her dress, added filters to flatten the colors and add lines, then used that new image for the base color of the dress, and I think that worked pretty well.

    yes

  • csaacsaa Posts: 822

    SapphireBlue said:

    Trying to use SY's Blur for Filament and KA's atmosphere for Filament together to simulate DOF. It also works to create 2 - 3 of our own planes at different distances (white/grey with different levels of transparency) to simulate DOF as well, but these two add a little bit of texture. I liked the buildings pre-filatoon conversion so left those as is, especially as they kept their original emissive settings. BW style is set with the options in Filament's Draw Settings.

     

    "She just stood there, like a piece of sunshine in the pouring rain"

    SapphireBlue

    Very classy! Thanks for sharing.

    Cheers!

  • SapphireBlue said:

    Trying to use SY's Blur for Filament and KA's atmosphere for Filament together to simulate DOF. It also works to create 2 - 3 of our own planes at different distances (white/grey with different levels of transparency) to simulate DOF as well, but these two add a little bit of texture. I liked the buildings pre-filatoon conversion so left those as is, especially as they kept their original emissive settings. BW style is set with the options in Filament's Draw Settings.

     

    "She just stood there, like a piece of sunshine in the pouring rain"

    Nice...working with B&W in filament is a real bonus, i'm finding so many props that look great even without the filatoon shader and of course you can still add the outline if required.

    Are you desaturating in the tonemapper options before fine tuning in the filament draw options?

  • Dartanbeckcsaa and SolitarySandpiper Thank you very much! heart

    I've updated my post above with an added new version where the buildings do have the FilaToon shader applied with tweaks. I think it ties things together better.

     

    SolitarySandpiper I agree. A lot of things look great as-is in BW or any other monochrome in Filament - that definitely makes things easier to work with!

    I actually only used the Filament Draw Settings for this, so I could do some random trial and error for fun. There may be many better ways to do this, but this is the route I took. I switched on the Channel Mix Enable in Color Grading and set everything to 1.0. Choosing Linear for the Color Grading Space and PBR Neutral in the Tone Mapping Mode (Tone Mapping section) gave me the higher contrast BW that I was looking for, along with some lighting adjustments.

  • SapphireBlue said:

    SolitarySandpiper I agree. A lot of things look great as-is in BW or any other monochrome in Filament - that definitely makes things easier to work with!

    I actually only used the Filament Draw Settings for this, so I could do some random trial and error for fun. There may be many better ways to do this, but this is the route I took. I switched on the Channel Mix Enable in Color Grading and set everything to 1.0. Choosing Linear for the Color Grading Space and PBR Neutral in the Tone Mapping Mode (Tone Mapping section) gave me the higher contrast BW that I was looking for, along with some lighting adjustments. 

    Thank you for the explanation (i hadn't yet worked that out) i had been using many of the same controls but my primary route to B&W was to desaturate in tonemapper.

  • DartanbeckDartanbeck Posts: 21,569

    SapphireBlue said:

    Dartanbeckcsaa and SolitarySandpiper Thank you very much! heart

    I've updated my post above with an added new version where the buildings do have the FilaToon shader applied with tweaks. I think it ties things together better.

     

    SolitarySandpiper I agree. A lot of things look great as-is in BW or any other monochrome in Filament - that definitely makes things easier to work with!

    I actually only used the Filament Draw Settings for this, so I could do some random trial and error for fun. There may be many better ways to do this, but this is the route I took. I switched on the Channel Mix Enable in Color Grading and set everything to 1.0. Choosing Linear for the Color Grading Space and PBR Neutral in the Tone Mapping Mode (Tone Mapping section) gave me the higher contrast BW that I was looking for, along with some lighting adjustments.

    When I first saw what the incredible development team did to the Filament Draw Options I couldn't believe my eyes!

    At that point I didn't know that there were any changes. I just went in there to do my usual adjustments of Environment and Scene Lighting Intensities. Blew my mind!

    As I do animations pretty much exclusively (even my stills are simply a frame from an animation - hence the low resolution) I don't spend a whole lot of time on the specifics within Studio - mainly just keeping the highs from overshooting and the lows from puddling, then I just do my color grading in Fusion. I haven't graduated to Resolve's Color page yet. I mean... I know it's there and how to do a lot in it, but I currently just work in Fusion adding color grading nodes to any layer I want to grade - individually. It's a lot of fun and makes final decisions more flexible. But that's just me and how I work for my video clips. It makes Noir and/or nostalgic Aged looks pretty interesting since we can isolate differences between each layer separately - like a faded brown tint background with a muted, faded, but full color main interest layer, for example. Maybe over accentuate only the reds for one character layer. It's a lot of fun to mess around with!

  • ArtiniArtini Posts: 9,458

    SapphireBlue said:

    Dartanbeckcsaa and SolitarySandpiper Thank you very much! heart

    I've updated my post above with an added new version where the buildings do have the FilaToon shader applied with tweaks. I think it ties things together better.

     

    SolitarySandpiper I agree. A lot of things look great as-is in BW or any other monochrome in Filament - that definitely makes things easier to work with!

    I actually only used the Filament Draw Settings for this, so I could do some random trial and error for fun. There may be many better ways to do this, but this is the route I took. I switched on the Channel Mix Enable in Color Grading and set everything to 1.0. Choosing Linear for the Color Grading Space and PBR Neutral in the Tone Mapping Mode (Tone Mapping section) gave me the higher contrast BW that I was looking for, along with some lighting adjustments.

    Thank you for the explanation. Your image looks great.

     

  • I'm having issues with the shaders. I've been adding figures to a preexisting scene. When I apply the general filatoon shader to elements in the scene, the element will turn white. I've tried it with both the filament options that was already in the file and also with the new updated one by adding it to the scene. When I add the updated filament options I lose drop shadows. I'm beginning to think I'm better off only adding the outlines to items in the scene. I've also had issues with my figures becoming brighter than the rest of the scene when they are added in. Apparently I'm not holding my mouth right when I try to do this. Thoughts? Solutions? I've tried this on 2 different laptops and have the same issues on both. 

Sign In or Register to comment.