Easy FilaToon [Commercial]

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Comments

  • wsterdanwsterdan Posts: 3,054

    vrba79 said:

    I too noticed how the presets for this look a LOT like PWtoon presets, and that is a VERY good thing.

    Since Mac users only got Filament and Filatoon this week, I wasn't watching the thread "Anime Toons and Filatoon Shader Q&A". I'm reading through it now and see that you were posting about the benefits over pwToon since last year, I'm sorry if I've been preachign to the choir. Thanks for being a good sport and just nodding quietly while I gushed non-stop, much appreciated.

     

  • barbultbarbult Posts: 26,192
    edited April 28

    I tried Easy FilaToon in DS 2025 Alpha and it seemd to work fine, at least for the options I tried.

    Easy FilaToon in DS 2025 Alpha.jpg
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    Post edited by barbult on
  • wsterdanwsterdan Posts: 3,054

    Excellent image, love the lines and shading on the face especially.

  • barbultbarbult Posts: 26,192
    edited April 28

    This is Pixie 9 FilaTooned. I did this one in DS 4.23.1.47 Beta.

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    Post edited by barbult on
  • ArtiniArtini Posts: 10,304

    Pixie 9 looks great in your image, @barbult

     

  • wsterdanwsterdan Posts: 3,054

    barbult said:

    This is Pixie 9 FilaTooned. I did this one in DS 4.23.1.47 Beta.

    While I still love the line art and shading on the face and hair, this time it's the flowers that stand out to me, very, very nice!

  • 3Diva3Diva Posts: 11,970

    @barbult Your renders are very cute! Thank you for sharing them! :D The Pixie 9 one put a smile on my face - she's great with Filatoon!

  • 3Diva3Diva Posts: 11,970

    wsterdan said:

    barbult said:

    This is Pixie 9 FilaTooned. I did this one in DS 4.23.1.47 Beta.

    While I still love the line art and shading on the face and hair, this time it's the flowers that stand out to me, very, very nice!

    I think she sometimes uses AI to create her backgrounds - so that might be an AI-generated image? I agree though, the flowers look very nice.

  • wsterdanwsterdan Posts: 3,054

    Ah, yeah, you're probably right; still, good choice and excellent result.

  • barbultbarbult Posts: 26,192

    Yes, the flower and tree background is an AI image generated in KREA. I put the image in the Base Color of a Primitive plane and applied Easy FilaToon Environment shader settings. I added a gradient white to black image in the Diffuse Overlay weight with a gray overlay color, to make the foreground flowers stand out more than the distant trees.

    Thank you westerdan, Artini, and 3Diva for your interest in the render.

  • wsterdanwsterdan Posts: 3,054

    Thanks for the breakdown of your process, it really makes the flowers and character pop!

     

  • barbultbarbult Posts: 26,192

    wsterdan said:

    Thanks for the breakdown of your process, it really makes the flowers and character pop!

     

    Here are a couple screenshots of my scene setup.

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    Screenshot 2025-04-29 000221.jpg
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  • vrba79vrba79 Posts: 1,432

    wsterdan said:

    vrba79 said:

    I too noticed how the presets for this look a LOT like PWtoon presets, and that is a VERY good thing.

    Since Mac users only got Filament and Filatoon this week, I wasn't watching the thread "Anime Toons and Filatoon Shader Q&A". I'm reading through it now and see that you were posting about the benefits over pwToon since last year, I'm sorry if I've been preachign to the choir. Thanks for being a good sport and just nodding quietly while I gushed non-stop, much appreciated.

    Mac users are finally able to enjoy Filatoon? Welcome to the party!

  • edited April 29

    barbult said:

    Yes, the flower and tree background is an AI image generated in KREA. I put the image in the Base Color of a Primitive plane and applied Easy FilaToon Environment shader settings. I added a gradient white to black image in the Diffuse Overlay weight with a gray overlay color, to make the foreground flowers stand out more than the distant trees.

    Thank you westerdan, Artini, and 3Diva for your interest in the render.

    Thank you! I wondered if it was possible to use 2d backdrops in Filatoon & how to do it. I often do fantasy renders using photos I've taken locally as backdrops.

    Post edited by miladyderyni_173d399f47 on
  • barbultbarbult Posts: 26,192
    edited April 30

    I decided to use Easy Filatoon presets on Base Anime Feminine, instead of converting a character to anime.

    Base Anime Feminine Easy Toon.jpg
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    Post edited by barbult on
  • memcneil70memcneil70 Posts: 5,289

    @barbult, love what you did and appreciate that you showed how you set up the shot. Since I have also been able to download my Filament and Filatoon products onto my MacMini Pro M4 I have tried one render but nothing like anyone else here has done. 

    Everyone's renders are so fun, fascinating, and inspiring. Thank you for posting.

    Mary

  • wsterdanwsterdan Posts: 3,054

    memcneil70 said:

    @barbult, love what you did and appreciate that you showed how you set up the shot. Since I have also been able to download my Filament and Filatoon products onto my MacMini Pro M4 I have tried one render but nothing like anyone else here has done. 

    Everyone's renders are so fun, fascinating, and inspiring. Thank you for posting.

    Mary

    +1 

  • itinerantitinerant Posts: 23
    edited May 6

    I have an enhancement request for this script.

    Could you make it work with Cayman Studios Legacy UVs?  When running the script, the base skins get converted, but the geografts do not.  I can convert those with the Skin shaders, but they are not the same as the default script skin shader.  (Perhaps providing that default skin shader would be enough?)

    Also, the same thing is an issue when using the Anatomical Elements for a character.  They are not converted either.

    I love this product!  This alone has reinvigorated my Daz interest.  No other anime/comic system has been so easy to use!

     

    EDIT:  By the way, the scripts do not work in the Mac 2025 Alpha build, but they do work in the Windows 2025 Alpha build.  The shader presets work in both, but the full conversion scripts do not.

    Post edited by itinerant on
  • barbultbarbult Posts: 26,192

    itinerant said:

    I have an enhancement request for this script.

    Could you make it work with Cayman Studios Legacy UVs?  When running the script, the base skins get converted, but the geografts do not.  I can convert those with the Skin shaders, but they are not the same as the default script skin shader.  (Perhaps providing that default skin shader would be enough?)

    Also, the same thing is an issue when using the Anatomical Elements for a character.  They are not converted either.

    I love this product!  This alone has reinvigorated my Daz interest.  No other anime/comic system has been so easy to use!

     

    EDIT:  By the way, the scripts do not work in the Mac 2025 Alpha build, but they do work in the Windows 2025 Alpha build.  The shader presets work in both, but the full conversion scripts do not.

    Did you select the geografts and anatomical elements in the scene before applying the script? It seems to work OK for me when those are selected.

  • wsterdanwsterdan Posts: 3,054
    edited May 7

    itinerant said:

    EDIT:  By the way, the scripts do not work in the Mac 2025 Alpha build, but they do work in the Windows 2025 Alpha build.  The shader presets work in both, but the full conversion scripts do not.

    I think the only thing that doesn't work is generating the geoshell Toon Outline shell for Filatoon. You get the message. below when that happens

    For loading the presets, the Mac OS operating system  uses "/" instead of a PC's "\"; for example, if you check the log report, it can't find "\Shader Presets\ Filatoon\Presets" because on a Mac it should be "/Shader Presets/FilaToon".

    You can do this manually by going to the Shader Presets folder in the Filatoon Presets; everything else that I've tried in Easy Filatoon works fine, as far as I can tell.

    You can file a ticket with support to help out; I already did one and was told that since DAZ doesn't yet fully support Filament on the Mac, I had to file a "feature request".

    LIke you, I love the product, it's made it so much easier and so much fun to finally get into Filatoon on the Mac

    Easy F Error Message.jpg
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    Post edited by wsterdan on
  • vrba79vrba79 Posts: 1,432

    As far as I'm concerned Filatoon is the greatest thing since someone released a model of sliced bread.

  • itinerantitinerant Posts: 23

    barbult said:

    itinerant said:

    I have an enhancement request for this script.

    Could you make it work with Cayman Studios Legacy UVs?  When running the script, the base skins get converted, but the geografts do not.  I can convert those with the Skin shaders, but they are not the same as the default script skin shader.  (Perhaps providing that default skin shader would be enough?)

    Also, the same thing is an issue when using the Anatomical Elements for a character.  They are not converted either.

    I love this product!  This alone has reinvigorated my Daz interest.  No other anime/comic system has been so easy to use!

     

    EDIT:  By the way, the scripts do not work in the Mac 2025 Alpha build, but they do work in the Windows 2025 Alpha build.  The shader presets work in both, but the full conversion scripts do not.

    Did you select the geografts and anatomical elements in the scene before applying the script? It seems to work OK for me when those are selected.

    Here are the steps I took, that don't work for me.

    1. Select Character, Geograft and Anatomy

    2. Double click the Base Feminine Apply First script in the root of the Easy FilaToon folder.

    It runs on 1 node and then ends with a message stating that it also found those other nodes, but didn't run against them.

    The problem I am facing is that the shader preset for this script is what I want, but it doesn't match any shader preset in the Skins folder.

    Screenshot 2025-05-07 at 12.08.36 PM.png
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  • itinerantitinerant Posts: 23

    wsterdan said:

    itinerant said:

    EDIT:  By the way, the scripts do not work in the Mac 2025 Alpha build, but they do work in the Windows 2025 Alpha build.  The shader presets work in both, but the full conversion scripts do not.

    I think the only thing that doesn't work is generating the geoshell Toon Outline shell for Filatoon. You get the message. below when that happens

    For loading the presets, the Mac OS operating system  uses "/" instead of a PC's "\"; for example, if you check the log report, it can't find "\Shader Presets\ Filatoon\Presets" because on a Mac it should be "/Shader Presets/FilaToon".

    You can do this manually by going to the Shader Presets folder in the Filatoon Presets; everything else that I've tried in Easy Filatoon works fine, as far as I can tell.

    You can file a ticket with support to help out; I already did one and was told that since DAZ doesn't yet fully support Filament on the Mac, I had to file a "feature request".

    LIke you, I love the product, it's made it so much easier and so much fun to finally get into Filatoon on the Mac

    Thanks for the information.  It is always good to know why something is happening.  Hopefully, as the Mac version of Filament is better supported, this product will automagically work.

  • 3Diva3Diva Posts: 11,970
    edited May 7

    itinerant said:

    I have an enhancement request for this script.

    Could you make it work with Cayman Studios Legacy UVs?  When running the script, the base skins get converted, but the geografts do not.  I can convert those with the Skin shaders, but they are not the same as the default script skin shader.  (Perhaps providing that default skin shader would be enough?)

     

     

    I don't own that product and wouldn't be able to create a script to reference another PA's product, but since you seem to only be wanting to use the skin settings that load with the Base Feminine or Base Masculine script, you can do that. Just make a Shader Preset from that skin and you can then apply that to any geograft you want. (I've also attached a ZIP below with a Shader Preset that SHOULD match the skin settings that load with the script - if you don't want to create a shader preset yourself).:)

    Here's a quick walkthrough of how to make a Shader Preset that ignores maps (so that it can apply those skin settings to anything):

    First, run the script on your character. Once the script has run on your character, select the character in the scene tab and then select one of his or her skin surfaces in the surfaces tab:

     

    Then go to File >> Save As >> Shader Preset:

    It will pop up a save window, navigate to a place you'll remember (I think the default location is Shader Presets in your content library but you can save it wherever you will remember to find it). Name it something like "FilaToon Skin - Shader Preset" (or something else you'll remember) and click "Save".

    Then a Shader Preset Save Options box will pop up in Daz Studio. Click on the little box with the lines in the upper right corner and use the dropdown to select Uncheck >> Uncheck All Images. And then select "Accept":

    You now have a Shader Preset based on that character's skin surfaces that you can apply to any geograft or any other object's surfaces. It will act as any other Shader Preset (meaning you'll need to have the geograft or object selected in both the Scene Tab and it's surfaces selected in the Surfaces Tab to apply it). 

    This is also an easy way to save any combination of shader preset settings that you find that you really like and want to be able to use those settings again without having to remember the "recipe".

    I hope that helps! :)

     

    EDIT: I forgot to add that you'll need to manually add the map that loads into the "Diffuse Overlay Color" channel. In this case it's the "Dark Peach" color JPG that goes in the Diffuse Overlay Color channel. So that's a pain in the tushy added extra step. Let me see if I can create a Shader Preset for you that matches the settings that load with the Script. :) Give me a few minutes.

    EDIT #2: Attached is a ZIP that has a Shader Preset that should match the skin settings that load with the Base Feminine Script. Please let me know if it works for you. :)

    Creating a Shader Preset 01.JPG
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    Creating a Shader Preset 02.JPG
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    Creating a Shader Preset 03.JPG
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    Creating a Shader Preset 04.JPG
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    zip
    zip
    EFT - Base Skin - Shader Preset.zip
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    Post edited by 3Diva on
  • barbultbarbult Posts: 26,192

    itinerant said:

    barbult said:

    itinerant said:

    I have an enhancement request for this script.

    Could you make it work with Cayman Studios Legacy UVs?  When running the script, the base skins get converted, but the geografts do not.  I can convert those with the Skin shaders, but they are not the same as the default script skin shader.  (Perhaps providing that default skin shader would be enough?)

    Also, the same thing is an issue when using the Anatomical Elements for a character.  They are not converted either.

    I love this product!  This alone has reinvigorated my Daz interest.  No other anime/comic system has been so easy to use!

     

    EDIT:  By the way, the scripts do not work in the Mac 2025 Alpha build, but they do work in the Windows 2025 Alpha build.  The shader presets work in both, but the full conversion scripts do not.

    Did you select the geografts and anatomical elements in the scene before applying the script? It seems to work OK for me when those are selected.

    Here are the steps I took, that don't work for me.

    1. Select Character, Geograft and Anatomy

    2. Double click the Base Feminine Apply First script in the root of the Easy FilaToon folder.

    It runs on 1 node and then ends with a message stating that it also found those other nodes, but didn't run against them.

    The problem I am facing is that the shader preset for this script is what I want, but it doesn't match any shader preset in the Skins folder.

    This is what was successful for me:

    1. Start with a G9 character with anatomical elements (AE) and Legacy UV geografts and a G8 skin already applied to all surfaces. (I used a masculine shape and materials from Jonathan 8)
    2. Select only the G9 character in theScene pane
    3. Double click the Base Masculine Apply First script in the root of the Easy FilaToon folder. This applies the anime shape and anime eyes, etc.
    4. Go to the EFT 01 - Skin folder of Easy Filatoon.
    5. Double click "Select Surfaces of Current Selection". This will select the surfaces of G9, AE, and Legacy UV geografts,and the toon eyes, etc, because they are all parented to G9.
    6. Double click "Base Skin Shaders" or one of the other shader selections in that section.
  • 3Diva3Diva Posts: 11,970
    edited May 7

    itinerant said:

     

    EDIT:  By the way, the scripts do not work in the Mac 2025 Alpha build, but they do work in the Windows 2025 Alpha build.  The shader presets work in both, but the full conversion scripts do not.

    I filed a Support Ticket and the Daz3D folks say they are looking into it and that they will get back to me when they find anything. I'm not sure what the issue might be other than a pathing issue. I don't own a Mac so I can't script for it or test products with it. For now, you may have to manually add the Toon Outline Geometry Shell (which should be found in your Daz3D library under Shader Presets >> Filatoon >> Presets >> FilaToon - Outline - Add). If the script isn't loading the toon eyes, mouth, and brows, those will need to be manually added as well. 

    I wish I could be more help. Daz3D usually sets the products up to be Mac compatible, as far as I can tell, so hopefully they'll be able to fix the issue.

    Post edited by 3Diva on
  • itinerantitinerant Posts: 23

    3Diva said:

    itinerant said:

    I have an enhancement request for this script.

    Could you make it work with Cayman Studios Legacy UVs?  When running the script, the base skins get converted, but the geografts do not.  I can convert those with the Skin shaders, but they are not the same as the default script skin shader.  (Perhaps providing that default skin shader would be enough?)

     

     

    I don't own that product and wouldn't be able to create a script to reference another PA's product, but since you seem to only be wanting to use the skin settings that load with the Base Feminine or Base Masculine script, you can do that. Just make a Shader Preset from that skin and you can then apply that to any geograft you want. 

    Here's a quick walkthrough of how to make a Shader Preset that ignores maps (so that it can apply those skin settings to anything):

    First, run the script on your character. Once the script has run on your character, select the character in the scene tab and then select one of his or her skin surfaces in the surfaces tab:

    [see instructions in the original post] 

    You now have a Shader Preset based on that character's skin surfaces that you can apply to any geograft or any other object's surfaces. It will act as any other Shader Preset (meaning you'll need to have the geograft or object selected in both the Scene Tab and it's surfaces selected in the Surfaces Tab to apply it). 

    This is also an easy way to save any combination of shader preset settings that you find that you really like and want to be able to use those settings again without having to remember the "recipe".

    I hope that helps! :)

     

    EDIT: I forgot to add you may need to manually add the "Dark Peach" color JPG to the Diffuse Overlay channel. So that's a pain in the tushy. Let me see if I can create a Shader Preset for you that matches the settings that load with the Script. :) Give me a few minutes.

    EDIT #2: Attached is a ZIP that has a Shader Preset that should match the skin settings that load with the Base Feminine Script. Please let me know if it works for you. :)

     

    Thank you so much!

    While going through your steps, I also found the "Dark Peach" diffuse problem, but didn't know how to create a shader to fix it.  I have tested the one you added here and it works perfectly!  (Would be a great addition to the product for non-script compliant figures and situations.  I tested it with excellent results on a Genesis 8 figure with anatomy as well.)

     

  • 3Diva3Diva Posts: 11,970
    edited May 7

    itinerant said:

    3Diva said:

    itinerant said:

    I have an enhancement request for this script.

    Could you make it work with Cayman Studios Legacy UVs?  When running the script, the base skins get converted, but the geografts do not.  I can convert those with the Skin shaders, but they are not the same as the default script skin shader.  (Perhaps providing that default skin shader would be enough?)

     

     

    I don't own that product and wouldn't be able to create a script to reference another PA's product, but since you seem to only be wanting to use the skin settings that load with the Base Feminine or Base Masculine script, you can do that. Just make a Shader Preset from that skin and you can then apply that to any geograft you want. 

    Here's a quick walkthrough of how to make a Shader Preset that ignores maps (so that it can apply those skin settings to anything):

    First, run the script on your character. Once the script has run on your character, select the character in the scene tab and then select one of his or her skin surfaces in the surfaces tab:

    [see instructions in the original post] 

    You now have a Shader Preset based on that character's skin surfaces that you can apply to any geograft or any other object's surfaces. It will act as any other Shader Preset (meaning you'll need to have the geograft or object selected in both the Scene Tab and it's surfaces selected in the Surfaces Tab to apply it). 

    This is also an easy way to save any combination of shader preset settings that you find that you really like and want to be able to use those settings again without having to remember the "recipe".

    I hope that helps! :)

     

    EDIT: I forgot to add you may need to manually add the "Dark Peach" color JPG to the Diffuse Overlay channel. So that's a pain in the tushy. Let me see if I can create a Shader Preset for you that matches the settings that load with the Script. :) Give me a few minutes.

    EDIT #2: Attached is a ZIP that has a Shader Preset that should match the skin settings that load with the Base Feminine Script. Please let me know if it works for you. :)

     

    Thank you so much!

    While going through your steps, I also found the "Dark Peach" diffuse problem, but didn't know how to create a shader to fix it.  I have tested the one you added here and it works perfectly!  (Would be a great addition to the product for non-script compliant figures and situations.  I tested it with excellent results on a Genesis 8 figure with anatomy as well.)

     

    I'm glad that it's work well! For future reference, if you ever wanted to save the Shader Presets that include the Diffuse Overlay Color, just follow the tutorial above but after you select "Uncheck All Images" open up the tree on the surface settings and make sure to check "image" under Diffuse Overlay Color. It's kind of tricky to find, it's under: Base >> Diffuse >> Overlay >> Diffuse Overlay Color:

    A pain in the tushy to set up the first time, for sure, but once you make a shader preset it can be used on anything. So they can be super helpful if you want to use the same surfaces settings in the future. :D

    Creating a Shader Preset 05.JPG
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    Post edited by 3Diva on
  • NetherFalconNetherFalcon Posts: 885
    edited May 7

    @itinerant I hope you can get it to work correctly!

    Here's scene with one of the new releases-HID's Lydia with the Daz + Freebie Sci-Fi Generator Room.  With an older cyberpunk style outfit.

    Lydia Toon.jpg
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    Post edited by NetherFalcon on
  • FrankTheTankFrankTheTank Posts: 1,481

    3Diva said:

    This is also an easy way to save any combination of shader preset settings that you find that you really like and want to be able to use those settings again without having to remember the "recipe".

    I hope that helps! :)

    Wow, thank you so much for that extremely helpful mini-tut. I find myself repeating the same steps over and over again with most of the hair that I have been converting manually with FilaToon recently, and now I can make a shader preset and save so much time.

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