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I've been trying out FilaToon, and i'm having an issue with opacity maps. If I set "PBR Masked Threshold" to 1 (which seems to be the only way to get opacity maps working normally), the transparent surface will have a dark haze around it. This makes using various geometry shell effects look bad when using FilaToon, such as when blending skin textures between geografts or using effects like Soap Suds by SimonWM and Dega (pictured).
I haven't played much with transparency, I know some of the others like @Dartanbeck have a bit more experience. My suggestion would be to test the constant preset with the soap suds and see if that gets you something to use.
Yeah forgot about that bit. The light I used was from Riversoft Arts 3Delight to Iray To Filament converter plugin, so had the shadow was preset to Raytraced.
The constant preset didn't remove the dark haze around the texture, it just removed the shading on the suds themselves.
I didn't see this answered so:
It's more a warning than an error - you can happily click 'ok' and it'll render. If you don't want to see the warning every time, just click the select box for "don't show this again" . It's just letting you know that if you open a bunch of stuff over your render area while rendering in OpenGL, it might muck up your render. So...don't do that ;)
Edit: It'll give that warning whether you have the viewport obscured at the time or not. It's not something you did wrong.
This FilaToon shader will be a big boon to those porting over models like MMD or game assets for fan art. It has made those ported models look so much better and removes those ugly seams from the render.
Still, there are lingering gotchas in Filament to be aware of:
- Emissives do not light up objects around it (is this a limitation within Filament or has not been fully implemented in DAZ?)
- Point lights still do not support shadows
- Cutout Opacity is not two sided
- Opacity issues still persist due to it being not two sided (likely)
Thank you Mada and Dartanbeck and everyone else offering information on how to use these shaders, and also those sharing your renders. It's really helpful!
These shaders are super fun! And with filament, rendering is so fast. I thought I'd try the shaders on a G9 toon morph and test out a little animation to see how it fares. I was too tired to sync it to the original song audio, but wow, each frame rendered in under a second. I'm going to enjoy playing with this!
I also tested a couple of environments, but I couldn't get those to look that good yet. Have to experiment some more.
G9 Toon Animation Test
I did bring some MMD figures and hair over - sadly none of that can be distributed or sold of course but definitely fun playing around :)
Very Nice! :)
Mada, Very nice!!!
Having so much fun with this! This really is a game changer!
Say, I've enhanced my light rig a little and now it's like the best thing since... well... since a long time ago!
Like I've said,
And they're all parented inside a Null that is in the center of the scene (Ground Zero - same as Base Figure Origin)
I call this Null: "Lighting for Anime" and save it out as a scene subset with the same name.
Well I found myself trying to aim one of them and it's really difficult while it's parented to the null. So I made new nulls - one for each light. Key Null, Rim Null and Fill Null, and aprented the corresponding lights withint their nulls and those nulls are parented inside the first null.
So now I can rotate the whole rig, each light individually around the figure's base, and I can use the dials to rotate the cameras themselves for aiming, etc.,
This has made a Major difference in the ease of getting great shadows, highlights and spread fills. Very nice results!
The best part is that it's saved as a scene subset after I have them all aimed up how I like them at my owm default taste. So every time I load a figure, I just load this and my Filament Draw Options Node is also a scene subset saved right next to it in the same spot. So I can just load either or both without even a thought.
As I've said before, the Filament Draw Options Node is saved with default settings except that I've set the Headlamp to 0.00 so it's ready for my light rig.
Thought I'd share that. have fun with it!
I've also made my own wearable preset that loads all of the clothing and hair with the FilaToon conversions and the Toon Outlines, sets the foot pose, and applies the FilaToon version shapes and materials to Genesis 8 Females.
So now I can load any of my Rosie 8 scenes - even really old ones - and apply the latest shape and FilaToon all in one click. What a Blast!!!
It's still a very fun feeling - working out my animations and simulations, etc., while seeing it in the rendered state along the way! Absolutely Wonderful!
@Mada: It is starting to spread around the MMD circles. It does make MMD models look so much better with this filatoon shader, fixing all of those weird smoothing and seam issues.
I feel like I'm 9 again and used to make and play with paper dolls with my friends lol. AI would do this so much better but these actually look kind of hand drawn,
Roll on Daz3D 5! The list of promises for Mac users is getting rather long now :|
I was hoping that would be the case :D Good news
The toon shader is definitely one of the more fun things available now - so glad I don't have to be quiet about it anymore
Just wanted to chime in real quick to say this looks so fun really, and thanks ever so much to @Mada and @Dartanbeck and the others helping out in this thread!
My pleasure. Mada did all the heavy lifting, but I saw some questions that were right up my ally! :)
I know I won't be able to render it on my Mac, but I wanted to try it to build and scene before opening it on a Windows machine to render it there, but for a reason I don't understand, the character and the clothes are all black in the viewport while the hair is not (I'm only using the default ressources).
Is there something I did wrong or is it the intended look ?
FilaToon Shaders are for Filament.
You can still use them in other views, but you'd have to turn off the "Toon Outline"
If I remember correctly, a single base figure only loads in with one. Find it in the scene pane - it's a GeoShell applied to the figure.
Just so you know - when we apply a Filatoon Shader Preset to something, it will load a Toon Outline GeoShell onto it as well. So for viewing in anything other than Filament, find them (easy - open the hierarchy of anything we apply the shader too) and make Toon Outline invisible and you'll be good to go
I've had this too - either it's the lack of lighting in the scene (make sure you either have headlight turned on the camera, or add some spotlights/distance lights depending on the scene.
Otherwise, it could be the Filatoon geometry shell having a negative offset (go to parameters and increase the offset slightly to see if that helps). Not sure why on that one but negative numbers there made my character go all black.
Edit: Sorry - misread and thought you meant while it was on the Windows machine render. See Dartanbeck's answer above for your issue.
Easy to tell, I suppose. It'll be black! :)
It was the geoshell, thank you both for your help
The "floating iris" always focuses on my camera. So the Figure always looks at "me". Why? :) What am I doing wrong O_O?
@m4dara
You're not doing anything wrong.
Okay, so after a few rounds with the shader and a lot of hair ruffling, I got this out of the whole conversion.
And after a few try-and-error rotations in Ps, I also got something I really like as my new wallpaper.
All that is left now, are decent environments that use the Filatoon shader proper. Those conversions can get wonky, especially with plants.