making semi-transparant textures

gibrril_fa945a6ceegibrril_fa945a6cee Posts: 550
edited January 2016 in The Commons

Hi all,

Is there a way of making a texture semi-transparant by default, without using the opacity slider in the surfaces tab (keeping that at 100%)?

Using the opacity slider messes up the render when using toon or cel shading because it also affects the outline, hence the question.

eg, can it be tweaked in photoshop and brought back into Daz Studio? If so, how is it done?

Thanks a lot,

Me

Post edited by gibrril_fa945a6cee on

Comments

  • mjc1016mjc1016 Posts: 15,001

    Which renderer?

    Transparency shouldn't really be used to create translucent surfaces.

  • the toon renderer of Daz studio 4.8 (3delight)

  • Oso3DOso3D Posts: 15,088
    edited January 2016

    You might look into the geoshell outline shader, which allows you to outline things separately from the opacity of the base object.

    Here: http://www.daz3d.com/forums/discussion/10961/manga-style-visual-style-topic-update-may-19th-2013-gso-shader-added-bugfix-commercial/p1

     

    Another option is PWEffect ghost modes, although the outline there isn't perfectly solid.

     

    Post edited by Oso3D on
  • frank0314frank0314 Posts: 14,732
    edited January 2016

    Hi all,

    Is there a way of making a texture semi-transparant by default, without using the opacity slider in the surfaces tab (keeping that at 100%)?

    Using the opacity slider messes up the render when using toon or cel shading because it also affects the outline, hence the question.

    eg, can it be tweaked in photoshop and brought back into Daz Studio? If so, how is it done?

    Thanks a lot,

    Me

    oops nm. After thinking about it I could be wrong. Double checking and will post again if I'm right

    Post edited by frank0314 on
  • Thanks for the replies!

    The thing is, I'm applying the PWToon shaders to everything in the scene, and that comes with an outline. If I pull the opacity of that shader down, the outline also becomes more and more transparant... Not exactly what I wanted, so it got me thinking that maybe I should have the transparancy set in the "base" texture, so that when I apply the shader, the outline itself will stay 100% solid, as well as the effects that the shader provides.

     

  • mjc1016mjc1016 Posts: 15,001
    edited January 2016

    That's not how the transparency works in 3DL.  The opacity and final surface color are combined to give you the final 'look' when rendered, so anything that is done with the 'color' is going to end up affected by the final opacity.  Yes, you can apply a mid grey map to the Opacity channel...but I'm not sure if there will be any difference than using the slider.  Translucent effects aren't something easily doable in pwToon.  pwEffect, especially the ghost effects have that built in...

    Added:

    Yep, did several tests with various shaders and the results are the same wheter doing it with the slider or with a map.

    Post edited by mjc1016 on
  • JimbowJimbow Posts: 557
    mjc1016 said:

    Which renderer?

    Transparency shouldn't really be used to create translucent surfaces.

    It works quite well if you're applying the transparency to a subsurface Geoshell.

  • mjc1016mjc1016 Posts: 15,001
    edited January 2016
    Jimbow said:
    mjc1016 said:

    Which renderer?

    Transparency shouldn't really be used to create translucent surfaces.

    It works quite well if you're applying the transparency to a subsurface Geoshell.

    True, but that is a separate shader on the geoshell and you are layering both for the final look.  On a single surface you don't have that ability.

    You can use more than one geoshell for even more layered effects...

    Post edited by mjc1016 on
  • frogimusfrogimus Posts: 200

    What are you wanting to achieve with the translucency? If people have a better understanding of your goal, they may know a quick way to get there.

  • I'm currently toon shading in Daz Studio 4.8. I want to be able to have a toon-shaded curtain that is made from a see-through-like material, yet I don't want the outline to be see-through aswell. But using the PwToon and cell-shaders' built in opacity slider, makes the outline fade too... Therefor I thought that the "transparancy-problem" could not be solved by editing the toon- or cellshader.

    How would that geoshell approach work?

     

    Thanks a lot,

    Me

  • Oso3DOso3D Posts: 15,088

    It SHOULD work perfectly... wrapping up a long render and I'll test it.

     

  • mjc1016mjc1016 Posts: 15,001

    I'm currently toon shading in Daz Studio 4.8. I want to be able to have a toon-shaded curtain that is made from a see-through-like material, yet I don't want the outline to be see-through aswell. But using the PwToon and cell-shaders' built in opacity slider, makes the outline fade too... Therefor I thought that the "transparancy-problem" could not be solved by editing the toon- or cellshader.

    How would that geoshell approach work?

     

    Thanks a lot,

    Me

    If the curtain has a texture map, there is another way.  Use the texture map as a template.  You would paint a mid-grey covering the majority of the curtain (texture) and then create a thin line a couple of pixels wide in white outlining the texture.  Then fill in all the empty areas with black

    Save that as curtainTrans and plug it into the Opacity Strength.  Leaving the thin white lines will make the edges fully opaque and give some strength to the edges generated by the shader.

  • Thanks for the replies!

    I'll try the method of altering the texture for sure.

    But the geoshell approach has me "hooked" aswell... Could you give a short overview on what I need to do to make it work? (which shaders do I need, in what order, etc?)

    Thanks a lot,

    Me

  • mjc1016mjc1016 Posts: 15,001
    edited February 2016

    Here's one of the imported toon shaders I've recently done, with the opacity map technique I mentioned above...

     

    I probably should have made the lines for the edges a little bit wider.

    curtain.png
    800 x 1000 - 208K
    Post edited by mjc1016 on
  • Thanks for the example, but I ran into the same issue that's shown in your render:

    at the top, were the fabric creases, there should also be some outlines in the creases. When rendering at 100% opacity, the outline is indeed there, but it disappears using this method...

    This is great stuff to get the edges of the curtain absolutely spot on, but any crease that runs down the middle, kind of disappears... Is there any fix for that? (every time the camera or the object moves, the "crease outlines" move too, so to me that seems difficult to solve using "texture-altering" But if you know a way, please let me know.

    Thanks a lot,

    Me

  • Oso3DOso3D Posts: 15,088
    edited February 2016

    Download and install: https://dl.dropboxusercontent.com/u/12960659/Daz3DWork/Freebies/TNP_GeoShellOutline_FreebieShader.zip

    Select an object. Select Create > New Geoshell

    Select your object, open it to see the geoshell parented to it. Select the geoshell. Go into Surfaces, select Geoshell.

    Find the shader you installed (you might want to do a search for 'geometry'), double click. Do a test render.

    You can adjust line 'thickness' by changing the geoshell offset (basically, how far the geoshell 'floats' off from the main object).

     

    It's not perfect. Like other, similar shaders, surfaces that are angled almost completely away from the camera will end up looking all black. But hey.

     

    Post edited by Oso3D on
  • Oso3DOso3D Posts: 15,088

    Note: apply PWToon (or whatever) to the base object BEFORE putting a geoshell on it. For some reason I've found geoshells confuse some shader conversions.

     

  • Oso3DOso3D Posts: 15,088

    And, lo! Beware... the... GHOST TABLE! WOOOOOO!

     

    GHOST TABLE.jpg
    1500 x 927 - 1M
  • Thanks!

     

    I'll try that as soon as I can!

    Thanks a lot,

    Me

  • Oso3DOso3D Posts: 15,088
    edited February 2016

    ... Of course, now i'm finding I can't reproduce what I did. Um. Hrm

    Going crazy.

    What I described? Works perfectly for a table object. Doesn't work at all for a human figure or a sphere, even with the same shaders applied. ... ... I'm so confused.

     

    Post edited by Oso3D on
  • Oso3DOso3D Posts: 15,088

    I've been putzing with this... at this point, I think you're best bet is to do a second pass for outlines. :/

    Set all the outlines to white, shut off the lights, and there you go... then image reverse it and plop on top of your regular render.

     

  • mjc1016mjc1016 Posts: 15,001
    edited February 2016

    This one uses the Outline scripted render composited with the staight toon shader...

    And this one is just the toon shader with a directional shadow casting light.

    curtain3.png
    640 x 640 - 115K
    curtain4.png
    640 x 640 - 80K
    Post edited by mjc1016 on
  • Aha! the scripted outline render! How do you do that again? Indeed, if I use one render for the transparancy and then another for the outline (only the outline) and layer the two, that might be it!

    How does that script work again?

    Thanks a lot,

    Me

  • Oso3DOso3D Posts: 15,088
    edited February 2016

    Ok, what I did for this one:

    Figure and duplicate figure. First is PWToon with white outline and the lights off. Second is PWEffect (it doesn't have to be, but the Ghost mode makes nicer transparent figures without showing eyeballs and such)

    http://willbear.deviantart.com/art/Outline-test-588130247

     

    Post edited by Oso3D on
  • mjc1016mjc1016 Posts: 15,001

    For the Outline scripted render...

    Go to the Render Settings > renderer dropdown box > Scripted 3Delight...then in the options, under Render Script select  Outline.

    Render...it will put the passes where you normally/last saved a render, so you may want to render the 'regular' pass first.

  • Thanks a lot!

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