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I seem to be getting better results from 3DL textures, certainly for hair - so experiment, I'd say...
DITTO for me, I was in a panic the instant AFTER I hit the confirmation button for the DazStudio 4.14 upgrade as I suddenly remembered in the past having to save the custom actions, menu items etc to have them when reinstalling or something...so I was very pleasantly surprised to see all my favorites, custom scripts, ManFriday bookmarks and so forth just show up as usual when the new version 4.14 crunk up the first time. I was actually feeling really good about Daz3d for a few moments because of that! ;)
~Gen
@genaris
Watch out. It is the Update and Merge Menus action (recommended here) that deleted those custom menus items for me.
Oh no. I ran the Update and Merge action earlier, because it was recommended in Highlights under General Interface:
"Updated default layout files
Recommend clicking the Window > Workspace > Update and Merge Menus action"
I'll have to check them tomorrow.
My fingers are crossed for you! I hope you haven't lost them.
THANKS @barbult for the tip! I sure don't want to do anything to mess up my layout since it is just right still after my update to 4.14! :)
Ähhh... are you joking?! Yesterday the whole tonemapper pane was off for me, since it dit no changes to the viewport at all, while switching from left to right. So no changes to the render viewport eigther. I may look into the camera settings, since there is something totally off (we read it often here, cutted lines at points where seems come together, missing shadows, texutures get opaque or transparent and so on...). Yesterday i've seen this depends on the angle and how near or far we are from our target, so there has to be a twaeking for the camera to prevent this.
Thanks for these neat information, some i was aware of but all in all a good overview over the situation...

And just between ous... time to make shaders look right (or even trying to) : AN HOUR! (that you waste while you would have to tweak it back to iray...)
Anyone a script ready for scaling everything in the scene down, putting everything you "don't need to bother with" on the off side?! I guess that would be something...
It doesent work for me, it dosne't port over all the textures and the render is awfull
does this only work with a certian graphics card ?
It should and it's a matter of tweaking. This is why many people look into this. The reason why your renders are not "too good" has more to do with the materials, lights, shadows at the moment. For Filament i guess it is important to light the scene even more propperly with normal lights here and there, crank up the skin and crank up in the Preferences -> Interface -> Texture Ressources all the way up to Quality to get slightly more out of it and then i would say play with the displacement (Owen 8 showed that the skin can be detailed i guess, but by shadows and lights, not so much because of coloring in a texture). So my advice would be using textures that have displacements. I cannot say at this point what is really better, but my guess is, if the textures are "complete" in a manner of PBR standarts, you get more out of a skin/character with Filament.
By the way, this "so called Tutorial" is more likely a "what you cannot do in Filament" introduction. But, it's nice to have. A Tutorial (just for explanation) is a step by step guide for inexperienced users, to help them get to a specific item/picture/skript by telling step by step what to do and what the influence of things we do is on the model/picture/in a script! This is what i meant a few days back with: Daz lacks Tutorials and References that actually DO give you the skill to a specific result!
A better approach would have been @KindredArts to really show of the way your pictures are done. So everyone sees and understands the behavior and the influences of the new Filament part here at Daz. And don't get me wrong, i'm not bashing here or something. i just want to say: "Do it the right way!" I mean look at the people here, all testing on their own but with no idea of where to look at closer. We all just stumble around testing everything. Tutorials are meant to show the right ways to a/the result, what creates the right workflow and when you look at the pictures, we are not even close.
*BTW Forum Bug: if it laggs and i hit edit a second time i have two editing fields beneath each other...
I started from a pure 3Delight scene and render setup and wound up with a bit of confusion as the scene lighting was - atrocious. After poking about a bit I realized that the lights I have - simple ones - were unrecognized and the camera headlamps were on Auto
The speed was outrageously quick though. I will live with the learning curve if I can have that sort of response.
I just saw in another thread that someone believes that you need open gl 4.1 or hight, but mine only goes to open gl 3.0. Also I don't have a graphics card.
My computer is a Windows 10, 64bit, pc with no graphics card.
I find for me anyway having dome or dome and scene turned on in the enviroment options, makes hair looks like hot garbage.. Doing scene only makes the hair look as it should, so not sure what I am missing if I want to use a hdri..
As you can see if I have dome or dome and scene turned on, the only part of the hair that renders somewhat okay is the skull cap.. The main body of the hair does not render right as if it is invisible..
First image is dome and scene as you can see terrible, Second image is scene only looks a little better....
Stupid question, but how well does this work with 3Delight materials? I very rarely use iRay as it takes forever to render anything with it.
Well can say that 3DL textured hair seems to render much better with dome and scene turned on, than iRay textured hair..
The image below the figure and hair are all 3DL textures..
Camera: Perpective OFF changes view, material and light handling?! (to switch back to normal, reload by using any other Display Draw style, like textured and switch back to Filament (PBR)
SBH = Solution to prevent "glowing" parts -> Surfaces -> Torso -> change colors to faforite overall hair color till the effect is gone
SBH = improvement -> change these changed colors more to a desired effective shading, by coloring them new
Glossy layer weight: Around 0.30-0.40 seems quite good (higher seems to strengthen the color to black! you loose effects and highlights of the hair)
Base Roughness: 0.20 (0.something small seems better)
Highlight Weight: 0.11 (0.something small seems better)
Highlight Roughness: 0.11 (0.something small seems better)
Highlight Seperation: 0.22 (0.something small seems better)
Anistrophy: 1.00 (...changing can make a difference)
SHB converted to a figure: Preview color is the hair color! (i did not manage to color with anything else)
SHB raw would be the way to go, to color the hair properly with effects!
Skin: Normal & Bump works perfectly fine. Displacement seems to lack "stength", so it's out of reach for now. If you want more skin color, use Base color and add a slight skin tan color to the mix, adjusting it futher with Diffuse Overlay Weight (0.00something works best i think). You can also add for all skin settings a Diffuse Overlay Color texture, so face, torso, arms and legs will give you the opportunity to strengthen the skin tones, giving tan to it, slight colorings and so on. Also adjustable by using Diffuse Overlay Weight! (0.05 - 0.20 works best i guess)
Using Normal and Bump gives you possibilties to add wrinkles and contrast where you need it. The real lights act pretty good with it.
Lips is the same game here. Just adjust it a little less extreme, to get something more colorful.
For Torso, arms and legs i would recommend that you first make the face skin, then the torso and adjust the arms and legs acordingly to the torsos settings. They should perfectly match up and when you seem to see seems, the skin textures are just not created the right way! Take another skin, where this is not happening and you are fine!
Eyes: Use the regular eyes texture also in the Diffuse Overlay Color and match then again with Diffuse Overlay Weight your desired eyes effect
Eye Socket: Adjust the base color to a desired "reddish/pinkish", add a the face texture to Diffuse Overlay Color and adjust Diffuse Overlay Weight to the desired effect. If you want more detail, add a bump and normal map, adjust the normal map in a decent way and set the bump to: 1.5
Eye Moisture: It's found in both, character and eyelashes BUT the settings that work here you find with the eyelashes! Glossy reflectivity and Roughness can make a difference. But i did not see any reason to tweak anything else here.
Eye Lashes: Just adjust the base color, there is not much to it...
Updated: "Whispering Devil"
Rendertime: 1 Second
Adjusting time: ~3 hours (one hour i think, when we don't need to figure things out... )
First picture the old one, second the new updated skins, eyes, hair, poses, settings for the "mist", using propper, less "laggy" items that have no bugs for the devil, new created and includet normal maps for him, recoloring and adjusting
Hope it helps!
Note* IF your normal and bump maps not work, they are maybe not right! try settings: Bump 1.5 and Normal: 0.5 - 1.5! If nothing happens, use another normal & bump set for your overall skins of the character
Shadows on now: Choose your light -> Parameters -> Distand/Spot/LiniarPoint Light -> Light -> Shadow -> Raytraced (if its hidden right click on Shadow -> Hidden -> Unhide Selected Properties)
And another SBH improvement:
Beard:
Anistrophy: 0.64
Anistrophy Rotations: 0.58
in combination with:
Root Tip to Bias: 0.81
There is a sweet spot between the first two, that can be slightly adjusted then again with the third one
Top Hair Set:
Anistrophy: 0.64
Anistrophy Rotations: 0.82
in combination with:
Root Tip to Bias: 0.57
Left Side Hair Set:
Anistrophy: 0.64
Anistrophy Rotations: 0.33
in combination with:
Root Tip to Bias: 0.57
The coloring is the same for all of the hair, so with these three i think you can work things out pretty good to match things up and make it look better in Filament
The thing i miss for SBH (at least my old sets that i test right now) is the thickness of the strands. To adjust that would be the missing factor i guess.
I would love to see someone develop a stylized shader or 2D style toon shader for Filament to get that anime-esque style of animation/look. Most of renders are done using pWtoon shaders. Iray doesn't work for me (I've mentioned this in several other posts). Unity has a beautiful set of stylized shaders, but upon installing Unity, I realized it is a live game render engine and not a frame still-shot renderer (so I can't produce my web comics).
Upon reading earlier posts here, I can see that Rawb mentioned that it was really aimed at webcomic and game style animation renders.
Maybe this Filament isn't going to 'do it' right now for those attached to Iray, but for me and my old Dell T3500, it is a godsend and exactly, what I was hoping DAZ would develop in time. I haven't had a chance to jump into it yet as my M-F job has me bogged down. I will this weekend. I'm seeing renders in this thread and they have me very excited to use it.
I came here prior to making some purchases because I want to see how others are doing with it. From what I'm reading, it looks like this is what my aging PC needs very much.
I think "cell shaded" is the word I'm looking for.
Can you give a sample?! I don't really know what you try to go for. But i imagine PBR shaders already exist for your kind of style i think.
dunno if https://www.daz3d.com/pwtoon would work in Filament as I don't own it
A style similar to a Miyazaki animation, maybe like that of Legend of Zelda: Breath of the Wild. I had this style done with pWtoon in this video I created using DAZ:
https://youtu.be/m-EoWqtgKcA
I want to be able to produce that same cell-shaded effect using filament, but with the Filament lighting that I see for sale here. (I'm not sure how to post vids here from YT using an iPad, so please let me know if this works)
Have you tried that??!
http://docs.daz3d.com/doku.php/artzone/pub/tutorials/dazstudio/studio-toonshaders
I have pwtoon and tried it out and it does not work at all, tried Visual Style Shaders and it does some funky stuff to the texture if tried on Genesis 8, and lastly OSO Toon and well yeah same biz not working..
Um, yes, many years ago. Thanks. But since the installation of Filament, no. I have to wait until this weekend to give it a try. I had asked about combining 3DL shaders and Iray in Filament, and one of the DAZ techs said that Filament is not based on shaders. I have no idea what PBR shading is. I've never dealt with it.
And that's what I was afraid of. Hence, I asked if there would be a creation of Cell shaded shaders or stylized shaders for filament in the future.
Unfortunately so, and well the only way I see someone will to specifically create a toon/cel shader for Filament.. But that would be a long ways off, as there is so much that needs to be done to Filament first.. Like being more robust and useful, than what would be seen I would imagine by many as just a gimmick and nothing more..
I'm sure it will become more developed as time goes by. Thank you for testing those two shaders though and letting me know the results. I'm going to try and see if I can play with the cell shaders that are DAZ based that gniiial suggested. I've never tweaked them or really dug into them to full capacity. It's also been years since I've tried. I think I was on DAZ version 4.5 the last time I played with them, then gave up and settled for visual style shaders and pWtoon instead. Of course,I didn't fully understand the functionality of shaders, having just left Poser 4 (which to me was an utterly confusing and complicated program to figure out even with a vague instructional book that I had purchased in college).
DAZ is a pretty user friendly program to me, and I'm not much of a tech (pfft, not hardly). Maybe I can figure out with trial and error, how to utilize filaments shaders to behave like cell shaders. (Might be a pipe dream, but hey - dream big! Amiright!?)
Thank you
I´ve created specific folders for this Fila experiments,
if an iRay scene wanted Filamented I better do a second file with all shaders modified for filament, and I use iRay shaders btw, gives me better results, I suggest strongly use distant lights for skin, like 3Delight did in the past, simple using HDR light won't do nothing, below an example, on the first image you could imagine your shader is bad but the same with only a distant light does better results.
the same shaders but only distant light in game, note the color of the light, yep, you need to play with color lights too!
Yep, better but still looks like a videogame from the past, who cares?, Among Us is raytraced?
Filament is not set up to support custom shaders in DS, at present. It gets PBR materials translated from the PBR Iray Uber Shader and uses a pre-built shader - there is a list of supporte properties here https://www.daz3d.com/forums/discussion/comment/6200861/#Comment_6200861