Anime Toons and Filatoon Shader Q&A

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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).

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  • MadaMada Posts: 1,989
    edited October 12

    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.

    Post edited by Mada on
  • Ghosty12Ghosty12 Posts: 2,058
    edited October 12

    3Diva said:

    rokkr said:

    Ghosty12 said:

    rokkr said:

    Ghosty12 said:

    Just my test of an outdoor scene playing aroound with the night time setting still trying to work it out. Also Genesis 8 using the characters texture, just added Filatoon to it. Did find the setting to make the character shadow more pronounced.

    Cool! How did you make the shadow?

     

    Thank you. smiley The initial shadow is a distant light, then add in the Filament Draw Options in there you will find three shadow options, Shadow Type, Shadow Map Size and Shadow Cascades. Setting the Shadow Map Size to 2048 or higher and Shadow Cascades to 4 will give a very good looking figure shadow.

    Thank you! I'm still learning to use those "regular" lights (you know, distant, spot, point) since, most of the time, I just use an HDRI with some ghost lights. But I'm making some progress and, thanks to you and other people here, I've learned a lot today!

    Also, make sure on your Light's settings the "Shadow Type" is set to "Deep Shadow Map" or "Raytraced"  - anything but "None".

    Yeah forgot about that bit. laugh The light I used was from Riversoft Arts 3Delight to Iray To Filament converter plugin, so had the shadow was preset to Raytraced.

    Post edited by Ghosty12 on
  • Mada said:

    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.

    The constant preset didn't remove the dark haze around the texture, it just removed the shading on the suds themselves.

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  • Silent WinterSilent Winter Posts: 3,721
    edited October 12

    ArtsyDragon said:

    Okay, I'm slowly getting it. Here is the question:

    When I go to render, I get a warning message that says WARNING! Obscuring the viewport during an OpenGL render may corrupt the final image.

    How do I render without this error? Am I doing something wrong? I have never used Filament before so please educate me. I am dull witted.

    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.

    Post edited by Silent Winter on
  • cain-xcain-x Posts: 187
    edited October 12

    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)

    Post edited by cain-x on
  • 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! heart

    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

  • MadaMada Posts: 1,989
    edited October 12

    cain-x said:

    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.

    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 :)

     

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

    SapphireBlue said:

    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! heart

    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

    Very Nice! :)

  • DartanbeckDartanbeck Posts: 21,569

    Mada, Very nice!!! 

  • WonderlandWonderland Posts: 6,877
    edited October 12

    Having so much fun with this! This really is a game changer!

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

    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, 

    • Distant Light (for overall illumination that evens out the character)
    • Key Light (Spot)
    • Rim Light (Spot)
    • Fill Light (Spot)

    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!

  • DartanbeckDartanbeck Posts: 21,569
    edited October 12

    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!!!

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

    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!

  • cain-xcain-x Posts: 187

    @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.

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  • WonderlandWonderland Posts: 6,877
    edited October 12

    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,

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    Post edited by Wonderland on
  • TreeDeeTreeDee Posts: 70

    Mada said:

    Mark_e593e0a5 said:

    If I undrestand this correctly, the shaders only work in Filament render mode - which is not available at all on Mac up until current 4.22 version. Mac users have been instructed NOT to upgrade to 4.23, so I cannot check if it has been made avilable - suppose it isn't. I really like the look of the shaders, but they seem to be not useable for me. Please tell me I am wrong.

    Unfortunately you are correct - but there are work going on behind the scenes to get it out to mac users as soon as possible. The shader relies on filament to work properly.

    Roll on Daz3D 5! The list of promises for Mac users is getting rather long now :|

  • MadaMada Posts: 1,989

    cain-x said:

    @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 was hoping that would be the case :D Good news

  • MadaMada Posts: 1,989

    Wonderland said:

    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,

    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

  • DartanbeckDartanbeck Posts: 21,569

    yes

  • tsroemitsroemi Posts: 2,742

    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!

  • DartanbeckDartanbeck Posts: 21,569

    My pleasure. Mada did all the heavy lifting, but I saw some questions that were right up my ally! :)

  • ElorElor Posts: 1,480

    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 ?

  • DartanbeckDartanbeck Posts: 21,569

    Elor said:

    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

  • Silent WinterSilent Winter Posts: 3,721
    edited October 12

    Elor said:

    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 ?

    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.

    Post edited by Silent Winter on
  • DartanbeckDartanbeck Posts: 21,569

    Easy to tell, I suppose. It'll be black! :)

  • ElorElor Posts: 1,480

    It was the geoshell, thank you both for your help yes

  • m4daram4dara Posts: 13

    The "floating iris" always focuses on my camera. So the Figure always looks at "me". Why? :) What am I doing wrong O_O?

  • Grim-RedGrim-Red Posts: 40
    edited October 12

    @m4dara

    You're not doing anything wrong.

    Post edited by Grim-Red on
  • HighElfHighElf Posts: 365
    edited October 12

    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.

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    Post edited by HighElf on
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