Looking for beta testers for lineart / toon product

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Comments

  • Im really interested in the line art ability for making comics. I've seen a few color shadings that I like as well that look more drawn and might use those as well.

    I'm gonna get this just as soon as it comes out. :)  Thanks for making this and grats on your first product!

  • Well, this thread has my attention.  As Robin Williams said, "I wait with a worm on my tongue!"

  • ArtiniArtini Posts: 10,286
    djigneo said:

    This looks like a great addtion to the Daz Studio toolset.   Any idea when it will be available?

    Recent correspondence seems to suggest testing was successful (because my beta team already caught everything). You'd probably know more than me how these things go, time-wise. =)

    I'm hoping this week, but have no baseline for my guess.

    Any update on the release date, yet?

    I was hoped for the release during this month PA sales - guess we need to wait longer.

     

  • djigneodjigneo Posts: 283
    Artini said:
    djigneo said:

    This looks like a great addtion to the Daz Studio toolset.   Any idea when it will be available?

    Recent correspondence seems to suggest testing was successful (because my beta team already caught everything). You'd probably know more than me how these things go, time-wise. =)

    I'm hoping this week, but have no baseline for my guess.

    Any update on the release date, yet?

    I was hoped for the release during this month PA sales - guess we need to wait longer.

    It is scheduled for release, but early next month (Oct 2016)  is what I'm hearing. Sorry, I'm not familiar with how these things go yet. =)

  • djigneodjigneo Posts: 283

    And the commercial thread is up!

  • ArtiniArtini Posts: 10,286

    Great, will wait patiently for the release, then.

     

  • Could you give us some hints on how you did each of these four images?

    They are each so different and each so cool.  A list of steps of how you did each one would be awesome towards giving a quick idea on how to replicate and experiment to get similar results.

    KA1 said:
    3dOutlaw said:

    Do you (or any beta testers) have any samples of using this for building scenes, versus nature.  I am curious how it may handle all of various colors of a street with shops or something like that? 

    Okay, here are a couple of street samples (same scene using different cams and composite blends) - One major thing to note with these is I was using the standard 3Delight textures as opposed to any preparation with say Visual Style Shaders or anything that I usually set my scenes up with. Although I do like the results with a sets standard textures for a lot of the toon renders I personally do I find the standard textures can be too detailed. 

    All of these have no postwork - all rendered and composited within Daz Studio using LR9k

     

  • KA1KA1 Posts: 1,012

    Could you give us some hints on how you did each of these four images?

    They are each so different and each so cool.  A list of steps of how you did each one would be awesome towards giving a quick idea on how to replicate and experiment to get similar results.

    KA1 said:
    3dOutlaw said:

    Do you (or any beta testers) have any samples of using this for building scenes, versus nature.  I am curious how it may handle all of various colors of a street with shops or something like that? 

    Okay, here are a couple of street samples (same scene using different cams and composite blends) - One major thing to note with these is I was using the standard 3Delight textures as opposed to any preparation with say Visual Style Shaders or anything that I usually set my scenes up with. Although I do like the results with a sets standard textures for a lot of the toon renders I personally do I find the standard textures can be too detailed. 

    All of these have no postwork - all rendered and composited within Daz Studio using LR9k

     

    I literally used the LR9k Autorender to render a toon cam pass, then a standard camera using 3delight scripted Linerender set to Colour ID (0.35 Line edge threshold, 1.5 Line thickness), Fresnel v reflected cam (0.3 Line edge threshold, 1 Line thickness) and a Toon 2tone cam pass on default settings overlayed at between 0.4 to 0.6 opacity. All 4 above images were created with those 4 passes adjusting opacity for different layers (and removing the colour layer altogether for the B&W renders)

  • Thanks KA1.  I will give that a shot once I'm able to download stuff and test it out.  This looks like an amazing tool.  Hehehe.

  • alxalx Posts: 53

    Uncertain if this is the proper place to log a bug/ask for support for LA9K, but here goes... I've installed the product and verified that all content is installed to the directories called out in the readme, but I can't find Linerender9000 under the script pane, just the default outline,PBO and standard example. (your screenshot also has outline compositor which I don't have either)

    Following your directions, I attempted to render anyway and the render terminated with an error reading file; the log mentioned that it couldn't find the script " " I assume it was also looking for the Linerender9000 script

    but it did generate test_01_Toon 2-Tone Cam.tif in the output directory, so something is at least partially working. Can provide screenshots/logfiles/ect upon request, will run any diagnostics or test scripts you provide

    using Daz 4.9 with Win7 - 64bit

  • djigneodjigneo Posts: 283

    @alx You're not the only one that's reported issues with the automatic install. If LineRender9000 isn't available for selection in the 'Render Script' selection of Render settings when 'Engine' is set to 'Scripted 3Delight', that most likely means that the script file that's needed to "load" the render script is missing from the DAZ Studio installation directory. Check the faq for the question "The LineRender9000 Scripted 3Delight script isn't available in the Render Options! I think something didn't install correctly."​ and double-check the script file is in the resources (\resources\Scripted Renderer\LineRender9000) directory underneath the install folder. If that file is there, then I expect there might be juicy errors in the log after restarting D|S, which I would be excited to hear about!

    If a manual install doesn't fix this straight away, hit me up via PM and we'll figure it out.

  • alxalx Posts: 53

    Just a heads up for manual installers: If you can't find LR9K in the scripted render pulldown, ensure that you've installed your content to the Program Files or Program Files (x86) directory and not the content directory like I did. Don't let the similar file structure fool you!

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